networking

This commit is contained in:
2025-07-13 15:47:42 +03:00
parent f5b26be510
commit a9c28b8940
345 changed files with 142130 additions and 174 deletions

367
external/steamworks/glmgr/cglmbuffer.cpp vendored Normal file
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//============ Copyright (c) Valve Corporation, All rights reserved. ============
//
// cglmbuffer.cpp
//
//===============================================================================
#include "glmgr.h"
#include "glmdisplay.h"
#include "cglmbuffer.h"
#ifdef OSX
// Debugger - 10.8
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
#endif
// void BindBufferARB(enum target, uint buffer);
// void DeleteBuffersARB(sizei n, const uint *buffers);
// void GenBuffersARB(sizei n, uint *buffers);
// boolean IsBufferARB(uint buffer);
//
// void BufferDataARB(enum target, sizeiptrARB size, const void *data,
// enum usage);
// void BufferSubDataARB(enum target, intptrARB offset, sizeiptrARB size,
// const void *data);
// void GetBufferSubDataARB(enum target, intptrARB offset,
// sizeiptrARB size, void *data);
//
// void *MapBufferARB(enum target, enum access);
// boolean UnmapBufferARB(enum target);
//
// void GetBufferParameterivARB(enum target, enum pname, int *params);
// void GetBufferPointervARB(enum target, enum pname, void **params);
//
//New Tokens
//
// Accepted by the <target> parameters of BindBufferARB, BufferDataARB,
// BufferSubDataARB, MapBufferARB, UnmapBufferARB,
// GetBufferSubDataARB, GetBufferParameterivARB, and
// GetBufferPointervARB:
//
// ARRAY_BUFFER_ARB 0x8892
// ELEMENT_ARRAY_BUFFER_ARB 0x8893
//
// Accepted by the <pname> parameter of GetBooleanv, GetIntegerv,
// GetFloatv, and GetDoublev:
//
// ARRAY_BUFFER_BINDING_ARB 0x8894
// ELEMENT_ARRAY_BUFFER_BINDING_ARB 0x8895
// VERTEX_ARRAY_BUFFER_BINDING_ARB 0x8896
// NORMAL_ARRAY_BUFFER_BINDING_ARB 0x8897
// COLOR_ARRAY_BUFFER_BINDING_ARB 0x8898
// INDEX_ARRAY_BUFFER_BINDING_ARB 0x8899
// TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB 0x889A
// EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB 0x889B
// SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB 0x889C
// FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB 0x889D
// WEIGHT_ARRAY_BUFFER_BINDING_ARB 0x889E
//
// Accepted by the <pname> parameter of GetVertexAttribivARB:
//
// VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB 0x889F
//
// Accepted by the <usage> parameter of BufferDataARB:
//
// STREAM_DRAW_ARB 0x88E0
// STREAM_READ_ARB 0x88E1
// STREAM_COPY_ARB 0x88E2
// STATIC_DRAW_ARB 0x88E4
// STATIC_READ_ARB 0x88E5
// STATIC_COPY_ARB 0x88E6
// DYNAMIC_DRAW_ARB 0x88E8
// DYNAMIC_READ_ARB 0x88E9
// DYNAMIC_COPY_ARB 0x88EA
//
// Accepted by the <access> parameter of MapBufferARB:
//
// READ_ONLY_ARB 0x88B8
// WRITE_ONLY_ARB 0x88B9
// READ_WRITE_ARB 0x88BA
//
// Accepted by the <pname> parameter of GetBufferParameterivARB:
//
// BUFFER_SIZE_ARB 0x8764
// BUFFER_USAGE_ARB 0x8765
// BUFFER_ACCESS_ARB 0x88BB
// BUFFER_MAPPED_ARB 0x88BC
//
// Accepted by the <pname> parameter of GetBufferPointervARB:
//
// BUFFER_MAP_POINTER_ARB 0x88BD
// http://www.opengl.org/registry/specs/ARB/pixel_buffer_object.txt
// Accepted by the <target> parameters of BindBuffer, BufferData,
// BufferSubData, MapBuffer, UnmapBuffer, GetBufferSubData,
// GetBufferParameteriv, and GetBufferPointerv:
// PIXEL_PACK_BUFFER_ARB 0x88EB
// PIXEL_UNPACK_BUFFER_ARB 0x88EC
// gl_bufmode: zero means we mark all vertex/index buffers static
// non zero means buffers are initially marked static..
// ->but can shift to dynamic upon first 'discard' (orphaning)
//ConVar gl_bufmode( "gl_bufmode", "1" );
int gl_bufmode = 1;
CGLMBuffer::CGLMBuffer( GLMContext *ctx, EGLMBufferType type, uint size, uint options )
{
m_ctx = ctx;
m_type = type;
switch(m_type)
{
case kGLMVertexBuffer: m_buffGLTarget = GL_ARRAY_BUFFER_ARB; break;
case kGLMIndexBuffer: m_buffGLTarget = GL_ELEMENT_ARRAY_BUFFER_ARB; break;
case kGLMUniformBuffer: m_buffGLTarget = GL_UNIFORM_BUFFER_EXT; break;
case kGLMPixelBuffer: m_buffGLTarget = GL_PIXEL_UNPACK_BUFFER_ARB; break;
default: //Assert(!"Unknown buffer type" );
break;
}
m_size = size;
m_bound = false;
m_mapped = false;
m_lastMappedAddress = NULL;
m_enableAsyncMap = false;
m_enableExplicitFlush = false;
m_dirtyMinOffset = m_dirtyMaxOffset = 0; // adjust/grow on lock, clear on unlock
m_ctx->CheckCurrent();
m_revision = rand();
// make a decision about pseudo mode
// this looked like it didn't help much or was actually slower, so leave it available but only as opt-in.
// a more clever implementation would be able to select pseudo buf storage for small batches only..
m_pseudo = false; // (m_type==kGLMIndexBuffer) && (CommandLine()->FindParm("-gl_enable_pseudobufs"));
if (m_pseudo)
{
m_name = 0;
m_pseudoBuf = (char*)malloc( size );
m_ctx->BindBufferToCtx( m_type, NULL ); // exit with no buffer bound
}
else
{
glGenBuffersARB( 1, &m_name );
GLMCheckError();
m_ctx->BindBufferToCtx( m_type, this ); // causes glBindBufferARB
// buffers start out static, but if they get orphaned and gl_bufmode is non zero,
// then they will get flipped to dynamic.
GLenum hint = GL_STATIC_DRAW_ARB;
switch(m_type)
{
case kGLMVertexBuffer: hint = (options & GLMBufferOptionDynamic) ? GL_DYNAMIC_DRAW_ARB : GL_STATIC_DRAW_ARB; break;
case kGLMIndexBuffer: hint = (options & GLMBufferOptionDynamic) ? GL_DYNAMIC_DRAW_ARB : GL_STATIC_DRAW_ARB; break;
case kGLMUniformBuffer: hint = GL_DYNAMIC_DRAW_ARB; break; // "fwiw" - shrug
case kGLMPixelBuffer: hint = (options & GLMBufferOptionDynamic) ? GL_DYNAMIC_DRAW_ARB : GL_STATIC_DRAW_ARB; break;
default: //Assert(!"Unknown buffer type" );
break;
}
glBufferDataARB( m_buffGLTarget, m_size, NULL, hint ); // may ultimately need more hints to set the usage correctly (esp for streaming)
this->SetModes( false, true, true );
m_ctx->BindBufferToCtx( m_type, NULL ); // unbind me
}
}
CGLMBuffer::~CGLMBuffer( )
{
m_ctx->CheckCurrent();
if (m_pseudo)
{
free (m_pseudoBuf);
m_pseudoBuf = NULL;
}
else
{
glDeleteBuffersARB( 1, &m_name );
GLMCheckError();
}
m_ctx = NULL;
m_name = 0;
m_bound = 0;
m_lastMappedAddress = NULL;
}
void CGLMBuffer::SetModes ( bool asyncMap, bool explicitFlush, bool force )
{
// assumes buffer is bound. called by constructor and by Lock.
if (m_pseudo)
{
// ignore it...
}
else
{
if (force || (m_enableAsyncMap != asyncMap) )
{
// note the sense of the parameter, it's TRUE if you *want* serialization, so for async you turn it to false.
glBufferParameteriAPPLE( this->m_buffGLTarget, GL_BUFFER_SERIALIZED_MODIFY_APPLE, asyncMap==false );
m_enableAsyncMap = asyncMap;
}
if (force || (m_enableExplicitFlush != explicitFlush) )
{
// note the sense of the parameter, it's TRUE if you *want* auto-flush-on-unmap, so for explicit-flush, you turn it to false.
glBufferParameteriAPPLE( this->m_buffGLTarget, GL_BUFFER_FLUSHING_UNMAP_APPLE, explicitFlush==false );
m_enableExplicitFlush = explicitFlush;
}
}
}
void CGLMBuffer::FlushRange ( uint offset, uint size )
{
if (m_pseudo)
{
// nothing to do
}
else
{
// assumes buffer is bound.
glFlushMappedBufferRangeAPPLE(this->m_buffGLTarget, (GLintptr)offset, (GLsizeiptr)size);
}
}
//ConVar gl_buffer_alignment_quantum ( "gl_buffer_alignment_quantum", "32" ); // the alignment we use pre-SLGU
//ConVar gl_buffer_alignment_quantum_slgu( "gl_buffer_alignment_quantum_slgu", "2" ); // alignment used post-SLGU
int gl_buffer_alignment_quantum = 32;
int gl_buffer_alignment_quantum_slgu = 2;
void CGLMBuffer::Lock( GLMBuffLockParams *params, char **addressOut )
{
char *resultPtr = NULL;
//Assert( !m_mapped);
m_ctx->CheckCurrent();
GLMCheckError();
if (params->m_offset >= m_size)
Debugger();
if (params->m_offset + params->m_size > m_size)
Debugger();
// bind (yes, even for pseudo - this binds name 0)
m_ctx->BindBufferToCtx( this->m_type, this );
if (m_pseudo)
{
// discard is a no-op
// async map modes are a no-op
// latch last mapped address (silly..)
m_lastMappedAddress = (float*)m_pseudoBuf;
// calc lock address
resultPtr = m_pseudoBuf + params->m_offset;
// dirty range is a no-op
}
else
{
// perform discard if requested
if (params->m_discard)
{
// observe gl_bufmode on any orphan event.
// if orphaned and bufmode is nonzero, flip it to dynamic.
GLenum hint = gl_bufmode /*.GetInt()*/ ? GL_DYNAMIC_DRAW_ARB : GL_STATIC_DRAW_ARB;
glBufferDataARB( m_buffGLTarget, m_size, NULL, hint );
m_lastMappedAddress = NULL;
m_revision++; // revision grows on orphan event
}
// adjust async map option appropriately, leave explicit flush unchanged
this->SetModes( params->m_nonblocking, m_enableExplicitFlush );
// map
char *mapPtr = (char*)glMapBufferARB( this->m_buffGLTarget, GL_READ_WRITE_ARB );
if (!mapPtr)
{
Debugger();
}
if (m_lastMappedAddress)
{
// just check if it moved
//Assert (m_lastMappedAddress == (float*)mapPtr);
}
m_lastMappedAddress = (float*)mapPtr;
// calculate offset location
resultPtr = mapPtr + params->m_offset;
// adjust dirty range
if (m_dirtyMinOffset != m_dirtyMaxOffset)
{
// grow range
m_dirtyMinOffset = std::min( m_dirtyMinOffset, params->m_offset );
m_dirtyMaxOffset = std::min( m_dirtyMaxOffset, params->m_offset+params->m_size );
}
else
{
// set range
m_dirtyMinOffset = params->m_offset;
m_dirtyMaxOffset = params->m_offset+params->m_size;
}
// pad and clamp dirty range to choice of boundary
uint quantum = (m_ctx->Caps().m_hasPerfPackage1) ? gl_buffer_alignment_quantum_slgu /*.GetInt()*/ : gl_buffer_alignment_quantum /*.GetInt()*/ ;
uint quantum_mask = quantum - 1;
m_dirtyMinOffset = m_dirtyMinOffset & (~quantum_mask);
m_dirtyMaxOffset = (m_dirtyMaxOffset + quantum_mask) & (~quantum_mask);
m_dirtyMaxOffset = std::min( m_dirtyMaxOffset, m_size );
}
m_mapped = true;
*addressOut = resultPtr;
}
void CGLMBuffer::Unlock( void )
{
m_ctx->CheckCurrent();
//Assert (m_mapped);
if (m_pseudo)
{
// nothing to do actually
}
else
{
m_ctx->BindBufferToCtx( this->m_type, this );
// time to do explicit flush
if (m_enableExplicitFlush)
{
this->FlushRange( m_dirtyMinOffset, m_dirtyMaxOffset - m_dirtyMinOffset );
}
// clear dirty range no matter what
m_dirtyMinOffset = m_dirtyMaxOffset = 0; // adjust/grow on lock, clear on unlock
glUnmapBuffer( this->m_buffGLTarget );
}
m_mapped = false;
}

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//============ Copyright (c) Valve Corporation, All rights reserved. ============
//
// cglmprogram.h
// GLMgr buffers (index / vertex)
// ... maybe add PBO later as well
//===============================================================================
#ifndef CGLMBUFFER_H
#define CGLMBUFFER_H
#pragma once
// ext links
// http://www.opengl.org/registry/specs/ARB/vertex_buffer_object.txt
//===============================================================================
// forward declarations
class GLMContext;
enum EGLMBufferType
{
kGLMVertexBuffer,
kGLMIndexBuffer,
kGLMUniformBuffer, // for bindable uniform
kGLMPixelBuffer, // for PBO
kGLMNumBufferTypes
};
// pass this in "options" to constructor to make a dynamic buffer
#define GLMBufferOptionDynamic 0x00000001
struct GLMBuffLockParams
{
uint m_offset;
uint m_size;
bool m_nonblocking;
bool m_discard;
};
class CGLMBuffer
{
public:
void Lock( GLMBuffLockParams *params, char **addressOut );
void Unlock( void );
//protected:
friend class GLMContext; // only GLMContext can make CGLMBuffer objects
friend class GLMTester;
friend struct IDirect3D9;
friend struct IDirect3DDevice9;
CGLMBuffer ( GLMContext *ctx, EGLMBufferType type, uint size, uint options );
~CGLMBuffer ( );
void SetModes ( bool asyncMap, bool explicitFlush, bool force = false );
void FlushRange ( uint offset, uint size );
GLMContext *m_ctx; // link back to parent context
EGLMBufferType m_type;
uint m_size;
GLenum m_buffGLTarget; // GL_ARRAY_BUFFER_ARB / GL_ELEMENT_BUFFER_ARB
GLuint m_name; // name of this program in the context
uint m_revision; // bump anytime the size changes or buffer is orphaned
bool m_enableAsyncMap; // mirror of the buffer state
bool m_enableExplicitFlush; // mirror of the buffer state
bool m_bound; // true if bound to context
bool m_mapped; // is it currently mapped
uint m_dirtyMinOffset; // when equal, range is empty
uint m_dirtyMaxOffset;
float *m_lastMappedAddress;
// --------------------- pseudo-VBO support below here (explicitly for dynamic index buffers)
bool m_pseudo; // true if the m_name is 0, and the backing is plain RAM
// in pseudo mode, there is just one RAM buffer that acts as the backing.
// expectation is that this mode would only be used for dynamic indices.
// since indices have to be consumed (copied to command stream) prior to return from a drawing call,
// there's no need to do any fencing or multibuffering. orphaning in particular becomes a no-op.
char *m_pseudoBuf; // storage for pseudo buffer
};
#endif

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//============ Copyright (c) Valve Corporation, All rights reserved. ============
//
// cglmfbo.cpp
//
//===============================================================================
#include "glmgr.h"
#include "cglmfbo.h"
// #include "../shaderapidx9/dxabstract.h"
#ifdef OSX
// Debugger - 10.8
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
#endif
CGLMFBO::CGLMFBO( GLMContext *ctx )
{
m_ctx = ctx;
m_ctx->CheckCurrent();
glGenFramebuffersEXT( 1, &m_name );
GLMCheckError();
memset( m_attach, 0, sizeof( m_attach ) );
m_sizeX = m_sizeY = 0;
}
CGLMFBO::~CGLMFBO( )
{
m_ctx->CheckCurrent();
// detach all known attached textures first... necessary ?
for( int index = 0; index < kAttCount; index++)
{
if (m_attach[ index ].m_tex)
{
TexDetach( (EGLMFBOAttachment)index );
GLMCheckError();
}
}
glDeleteFramebuffersEXT( 1, &m_name );
GLMCheckError();
m_name = 0;
m_ctx = NULL;
}
// the tex attach path should also select a specific slice of the texture...
// and we need a way to make renderbuffers..
static GLenum EncodeAttachmentFBO( EGLMFBOAttachment index )
{
if (index < kAttDepth)
{
return GL_COLOR_ATTACHMENT0_EXT + (int) index;
}
else
{
switch( index )
{
case kAttDepth:
return GL_DEPTH_ATTACHMENT_EXT;
break;
case kAttStencil:
return GL_STENCIL_ATTACHMENT_EXT;
break;
case kAttDepthStencil:
return GL_DEPTH_STENCIL_ATTACHMENT_EXT;
break;
default:
GLMStop(); // bad news
return 0;
break;
}
}
}
void CGLMFBO::TexAttach( GLMFBOTexAttachParams *params, EGLMFBOAttachment attachIndex, GLenum fboBindPoint )
{
// force our parent context to be current
m_ctx->MakeCurrent();
// bind to context (will cause FBO object creation on first use)
m_ctx->BindFBOToCtx( this, fboBindPoint );
// it's either a plain 2D, a 2D face of a cube map, or a slice of a 3D.
CGLMTex *tex = params->m_tex;
// always detach what is currently there, if anything
this->TexDetach( attachIndex, fboBindPoint );
if (!tex)
{
// andif they pass NULL to us, then we are done.
return;
}
GLMTexLayout *layout = tex->m_layout;
GLenum target = tex->m_layout->m_key.m_texGLTarget;
GLenum attachIndexGL = EncodeAttachmentFBO( attachIndex );
switch( target )
{
case GL_TEXTURE_2D:
{
// we will attach the underlying RBO on a multisampled tex, iff the tex hasone, **and** we're not being asked to attach it to the read buffer.
// if we get a req to attach an MSAA tex to the read buffer, chances are it's BlitTex calling, andit has already resolved the tex, so in those
// cases you really do want to attach the texture and not the RBO to the FBO in question.
bool useRBO = false; // initial state
if (layout->m_key.m_texFlags & kGLMTexMultisampled)
{
// it is an MSAA tex
if (fboBindPoint == GL_READ_FRAMEBUFFER_EXT)
{
// I think you just want to read a resolved tex.
// But I will check that it is resolved first..
Assert( tex->m_rboDirty == false );
}
else
{
// you want to draw into it. You get the RBO bound instead of the tex.
useRBO = true;
}
}
if (useRBO)
{
// MSAA path - attach the RBO, not the texture, and mark the RBO dirty
if (attachIndexGL==GL_DEPTH_STENCIL_ATTACHMENT_EXT)
{
// you have to attach it both places...
// http://www.opengl.org/wiki/GL_EXT_framebuffer_object
// bind the RBO to the GL_RENDERBUFFER_EXT target
glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, tex->m_rboName );
GLMCheckError();
// attach the GL_RENDERBUFFER_EXT target to the depth and stencil attach points
glFramebufferRenderbufferEXT( fboBindPoint, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, tex->m_rboName);
GLMCheckError();
glFramebufferRenderbufferEXT( fboBindPoint, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, tex->m_rboName);
GLMCheckError();
// no need to leave the RBO hanging on
glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, 0 );
GLMCheckError();
}
else
{
// color attachment (likely 0)
glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, tex->m_rboName );
GLMCheckError();
glFramebufferRenderbufferEXT( fboBindPoint, attachIndexGL, GL_RENDERBUFFER_EXT, tex->m_rboName);
GLMCheckError();
glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, 0 );
GLMCheckError();
}
tex->m_rboDirty = true;
}
else
{
// regular path - attaching a texture2d
if (attachIndexGL==GL_DEPTH_STENCIL_ATTACHMENT_EXT)
{
// you have to attach it both places...
// http://www.opengl.org/wiki/GL_EXT_framebuffer_object
glFramebufferTexture2DEXT( fboBindPoint, GL_DEPTH_ATTACHMENT_EXT, target, tex->m_texName, params->m_mip );
GLMCheckError();
glFramebufferTexture2DEXT( fboBindPoint, GL_STENCIL_ATTACHMENT_EXT, target, tex->m_texName, params->m_mip );
GLMCheckError();
}
else
{
glFramebufferTexture2DEXT( fboBindPoint, attachIndexGL, target, tex->m_texName, params->m_mip );
GLMCheckError();
}
}
}
break;
case GL_TEXTURE_3D:
{
glFramebufferTexture3DEXT( fboBindPoint, attachIndexGL, target, tex->m_texName, params->m_mip, params->m_zslice );
GLMCheckError();
}
break;
case GL_TEXTURE_CUBE_MAP:
{
// adjust target to steer to the proper face of the cube map
target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + params->m_face;
glFramebufferTexture2DEXT( fboBindPoint, attachIndexGL, target, tex->m_texName, params->m_mip );
GLMCheckError();
}
break;
}
// log the attached tex
m_attach[ attachIndex ] = *params;
// indicate that the tex has been bound to an RT
tex->m_rtAttachCount++;
}
void CGLMFBO::TexDetach( EGLMFBOAttachment attachIndex, GLenum fboBindPoint )
{
// force our parent context to be current
m_ctx->MakeCurrent();
// bind to context (will cause FBO object creation on first use)
m_ctx->BindFBOToCtx( this, fboBindPoint );
if (m_attach[ attachIndex ].m_tex)
{
CGLMTex *tex = m_attach[ attachIndex ].m_tex;
GLMTexLayout *layout = tex->m_layout;
GLenum target = tex->m_layout->m_key.m_texGLTarget;
GLenum attachIndexGL = EncodeAttachmentFBO( attachIndex );
switch( target )
{
case GL_TEXTURE_2D:
{
if (layout->m_key.m_texFlags & kGLMTexMultisampled)
{
// MSAA path - detach the RBO, not the texture
// (is this the right time to resolve? probably better to wait until someone tries to sample the texture)
glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, 0 );
GLMCheckError();
if (attachIndexGL==GL_DEPTH_STENCIL_ATTACHMENT_EXT)
{
// detach the GL_RENDERBUFFER_EXT target at depth and stencil attach points
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
GLMCheckError();
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
GLMCheckError();
}
else
{
// color attachment (likely 0)
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, attachIndexGL, GL_RENDERBUFFER_EXT, 0);
GLMCheckError();
}
}
else
{
// plain tex detach
if (attachIndexGL==GL_DEPTH_STENCIL_ATTACHMENT_EXT)
{
// you have to detach it both places...
// http://www.opengl.org/wiki/GL_EXT_framebuffer_object
glFramebufferTexture2DEXT( fboBindPoint, GL_DEPTH_ATTACHMENT_EXT, 0,0,0 );
glFramebufferTexture2DEXT( fboBindPoint, GL_STENCIL_ATTACHMENT_EXT, 0,0,0 );
}
else
{
glFramebufferTexture2DEXT( fboBindPoint, attachIndexGL, 0, 0, 0 );
}
}
}
break;
case GL_TEXTURE_3D:
{
glFramebufferTexture3DEXT( fboBindPoint, attachIndexGL, 0, 0, 0, 0 );
GLMCheckError();
}
break;
case GL_TEXTURE_CUBE_MAP:
{
glFramebufferTexture2DEXT( fboBindPoint, attachIndexGL, 0, 0, 0 );
GLMCheckError();
}
break;
}
// un-log the attached tex
memset( &m_attach[ attachIndex ], 0, sizeof( m_attach[0] ) );
// drop the RT attach count
tex->m_rtAttachCount--;
}
else
{
//Debugger(); // odd, but not harmful - typ comes from D3D code passing NULL into SetRenderTarget
}
}
void CGLMFBO::TexScrub( CGLMTex *tex )
{
// see if it's attached anywhere
for( int attachIndex = 0; attachIndex < kAttCount; attachIndex++ )
{
if (m_attach[ attachIndex ].m_tex == tex)
{
// blammo
TexDetach( (EGLMFBOAttachment)attachIndex, GL_DRAW_FRAMEBUFFER_EXT );
}
}
}
bool CGLMFBO::IsReady( void )
{
bool result = false;
// ensure our parent context is current
m_ctx->CheckCurrent();
// bind to context (will cause FBO object creation on first use)
m_ctx->BindFBOToCtx( this );
GLenum status;
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
switch(status)
{
case GL_FRAMEBUFFER_COMPLETE_EXT:
result = true;
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
result = false;
Debugger();
/* choose different formats */
break;
default:
result = false;
Debugger();
/* programming error; will fail on all hardware */
break;
}
return result;
}

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//============ Copyright (c) Valve Corporation, All rights reserved. ============
//
// cglmfbo.h
// GLMgr FBO's (render targets)
//
//===============================================================================
#ifndef CGLMFBO_H
#define CGLMFBO_H
#pragma once
#include "cglmtex.h"
// good FBO references / recaps
// http://www.songho.ca/opengl/gl_fbo.html
// http://www.gamedev.net/reference/articles/article2331.asp
// ext links
// http://www.opengl.org/registry/specs/EXT/framebuffer_object.txt
// http://www.opengl.org/registry/specs/EXT/framebuffer_multisample.txt
//===============================================================================
// tokens not in the SDK headers
#ifndef GL_DEPTH_STENCIL_ATTACHMENT_EXT
#define GL_DEPTH_STENCIL_ATTACHMENT_EXT 0x84F9
#endif
//===============================================================================
// forward declarations
class GLMContext;
// implicitly 16 maximum color attachments possible
enum EGLMFBOAttachment {
kAttColor0, kAttColor1, kAttColor2, kAttColor3,
kAttColor4, kAttColor5, kAttColor6, kAttColor7,
kAttColor8, kAttColor9, kAttColor10, kAttColor11,
kAttColor12, kAttColor13, kAttColor14, kAttColor15,
kAttDepth, kAttStencil, kAttDepthStencil,
kAttCount
};
struct GLMFBOTexAttachParams
{
CGLMTex *m_tex;
int m_face; // keep zero if not cube map
int m_mip; // keep zero if notmip mapped
int m_zslice; // keep zero if not a 3D tex
};
class CGLMFBO
{
public:
protected:
friend class GLMContext; // only GLMContext can make CGLMFBO objects
friend class GLMTester;
friend class CGLMTex;
friend struct IDirect3D9;
friend struct IDirect3DDevice9;
CGLMFBO( GLMContext *ctx );
~CGLMFBO( );
void TexAttach( GLMFBOTexAttachParams *params, EGLMFBOAttachment attachIndex, GLenum fboBindPoint = GL_FRAMEBUFFER_EXT );
void TexDetach( EGLMFBOAttachment attachIndex, GLenum fboBindPoint = GL_FRAMEBUFFER_EXT );
// you can also pass GL_READ_FRAMEBUFFER_EXT or GL_DRAW_FRAMEBUFFER_EXT to selectively bind the receiving FBO to one or the other.
void TexScrub( CGLMTex *tex );
// search and destroy any attachment for the named texture
bool IsReady( void ); // aka FBO completeness check - ready to draw
GLMContext *m_ctx; // link back to parent context
GLuint m_name; // name of this FBO in the context
GLMFBOTexAttachParams m_attach[ kAttCount ]; // indexed by EGLMFBOAttachment
int m_sizeX,m_sizeY;
};
#endif

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//============ Copyright (c) Valve Corporation, All rights reserved. ============
//
// cglmprogram.h
// GLMgr programs (ARBVP/ARBfp)
//
//===============================================================================
#ifndef CGLMPROGRAM_H
#define CGLMPROGRAM_H
#include <sys/stat.h>
#pragma once
// good ARB program references
// http://petewarden.com/notes/archives/2005/05/fragment_progra_2.html
// http://petewarden.com/notes/archives/2005/06/fragment_progra_3.html
// ext links
// http://www.opengl.org/registry/specs/ARB/vertex_program.txt
// http://www.opengl.org/registry/specs/ARB/fragment_program.txt
// http://www.opengl.org/registry/specs/EXT/gpu_program_parameters.txt
//===============================================================================
// tokens not in the SDK headers
//#ifndef GL_DEPTH_STENCIL_ATTACHMENT_EXT
// #define GL_DEPTH_STENCIL_ATTACHMENT_EXT 0x84F9
//#endif
//===============================================================================
// forward declarations
class GLMContext;
class CGLMShaderPair;
class CGLMShaderPairCache;
// CGLMProgram can contain two flavors of the same program, one in assembler, one in GLSL.
// these flavors are pretty different in terms of the API's that are used to activate them -
// for example, assembler programs can just get bound to the context, whereas GLSL programs
// have to be linked. To some extent we try to hide that detail inside GLM.
// for now, make CGLMProgram a container, it does not set policy or hold a preference as to which
// flavor you want to use. GLMContext has to handle that.
enum EGLMProgramType
{
kGLMVertexProgram,
kGLMFragmentProgram,
kGLMNumProgramTypes
};
enum EGLMProgramLang
{
kGLMARB,
kGLMGLSL,
kGLMNumProgramLangs
};
struct GLMShaderDesc
{
union
{
GLuint arb; // ARB program object name
GLhandleARB glsl; // GLSL shader object handle (void*)
} m_object;
// these can change if shader text is edited
bool m_textPresent; // is this flavor(lang) of text present in the buffer?
int m_textOffset; // where is it
int m_textLength; // how big
bool m_compiled; // has this text been through a compile attempt
bool m_valid; // and if so, was the compile successful
int m_slowMark; // has it been flagged during a non native draw batch before. increment every time it's slow.
int m_highWater; // vount of vec4's in the major uniform array ("vc" on vs, "pc" on ps)
// written by dxabstract.... gross!
};
GLenum GLMProgTypeToARBEnum( EGLMProgramType type ); // map vert/frag to ARB asm bind target
GLenum GLMProgTypeToGLSLEnum( EGLMProgramType type ); // map vert/frag to ARB asm bind target
class CGLMProgram
{
public:
friend class CGLMShaderPairCache;
friend class CGLMShaderPair;
friend class GLMContext; // only GLMContext can make CGLMProgram objects
friend class GLMTester;
friend struct IDirect3D9;
friend struct IDirect3DDevice9;
//===============================
// constructor is very light, it just makes one empty program object per flavor.
CGLMProgram( GLMContext *ctx, EGLMProgramType type );
~CGLMProgram( );
void SetProgramText ( char *text ); // import text to GLM object - invalidate any prev compiled program
bool CompileActiveSources ( void ); // compile only the flavors that were provided.
bool Compile ( EGLMProgramLang lang );
bool CheckValidity ( EGLMProgramLang lang );
void LogSlow ( EGLMProgramLang lang ); // detailed spew when called for first time; one liner or perhaps silence after that
void GetLabelIndexCombo ( char *labelOut, int labelOutMaxChars, int *indexOut, int *comboOut );
void GetComboIndexNameString ( char *stringOut, int stringOutMaxChars ); // mmmmmmmm-nnnnnnnn-filename
#if GLMDEBUG
bool PollForChanges( void ); // check mirror for changes.
void ReloadStringFromEditable( void ); // populate m_string from editable item (react to change)
bool SyncWithEditable( void );
#endif
//===============================
// common stuff
GLMContext *m_ctx; // link back to parent context
EGLMProgramType m_type; // vertex or pixel
uint m_serial; // serial number for hashing
char *m_text; // copy of text passed into constructor. Can change if editable shaders is enabled.
// note - it can contain multiple flavors, so use CGLMTextSectioner to scan it and locate them
#if GLMDEBUG
CGLMEditableTextItem *m_editable; // editable text item for debugging
#endif
GLMShaderDesc m_descs[ kGLMNumProgramLangs ];
uint m_samplerMask; // (1<<n) mask of sampler active locs, if this is a fragment shader (dxabstract sets this field)
};
//===============================================================================
struct GLMShaderPairInfo
{
int m_status; // -1 means req'd index was out of bounds (loop stop..) 0 means not present. 1 means present/active.
char m_vsName[ 128 ];
int m_vsStaticIndex;
int m_vsDynamicIndex;
char m_psName[ 128 ];
int m_psStaticIndex;
int m_psDynamicIndex;
};
class CGLMShaderPair // a container for a linked GLSL shader pair, and metadata obtained post-link
{
public:
friend class CGLMProgram;
friend class GLMContext;
friend class CGLMShaderPairCache;
//===============================
// constructor just sets up a GLSL program object and leaves it empty.
CGLMShaderPair( GLMContext *ctx );
~CGLMShaderPair( );
bool SetProgramPair ( CGLMProgram *vp, CGLMProgram *fp );
// true result means successful link and query
bool RefreshProgramPair ( void );
// re-link and re-query the uniforms
//===============================
// common stuff
GLMContext *m_ctx; // link back to parent context
CGLMProgram *m_vertexProg;
CGLMProgram *m_fragmentProg;
GLhandleARB m_program; // linked program object
// need meta data for attribs / samplers / params
// actually we only need it for samplers and params.
// attributes are hardwired.
// vertex stage uniforms
GLint m_locVertexParams; // "vc" per dx9asmtogl2 convention
GLint m_locVertexInteger0; // "i0"
GLint m_locVertexBool0; // "b0"
GLint m_locVertexBool1; // "b1"
GLint m_locVertexBool2; // "b2"
GLint m_locVertexBool3; // "b3"
// fragment stage uniforms
GLint m_locFragmentParams; // "pc" per dx9asmtogl2 convention
GLint m_locFragmentFakeSRGBEnable; // "flSRGBWrite" - set to 1.0 to effect sRGB encoding on output
float m_fakeSRGBEnableValue; // shadow to avoid redundant sets of the m_locFragmentFakeSRGBEnable uniform
// init it to -1.0 at link or relink, so it will trip on any legit incoming value (0.0 or 1.0)
GLint m_locSamplers[ 16 ]; // "sampler0 ... sampler1..."
// other stuff
bool m_valid; // true on successful link
bool m_samplersFixed; // set on first draw (can't write the uniforms until the program is in use, and we don't want to mess with cur program inside cglmprogram)
uint m_revision; // if this pair is relinked, bump this number.
};
//===============================================================================
// N-row, M-way associative cache with LRU per row.
// still needs some metric dump ability and some parameter tuning.
// extra credit would be to make an auto-tuner.
struct CGLMPairCacheEntry
{
long long m_lastMark; // a mark of zero means an empty entry
CGLMProgram *m_vertexProg;
CGLMProgram *m_fragmentProg;
uint m_extraKeyBits;
CGLMShaderPair *m_pair;
};
class CGLMShaderPairCache // cache for linked GLSL shader pairs
{
public:
protected:
friend class CGLMShaderPair;
friend class CGLMProgram;
friend class GLMContext;
//===============================
CGLMShaderPairCache( GLMContext *ctx );
~CGLMShaderPairCache( );
CGLMShaderPair *SelectShaderPair ( CGLMProgram *vp, CGLMProgram *fp, uint extraKeyBits );
void QueryShaderPair ( int index, GLMShaderPairInfo *infoOut );
// shoot down linked pairs that use the program in the arg
// return true if any had to be skipped due to conflict with currently bound pair
bool PurgePairsWithShader( CGLMProgram *prog );
// purge everything (when would GLM know how to do this ? at context destroy time, but any other times?)
// return true if any had to be skipped due to conflict with currently bound pair
bool Purge ( void );
// stats
void DumpStats ( void );
//===============================
uint HashRowIndex ( CGLMProgram *vp, CGLMProgram *fp, uint extraKeyBits );
CGLMPairCacheEntry* HashRowPtr ( uint hashRowIndex );
void HashRowProbe ( CGLMPairCacheEntry *row, CGLMProgram *vp, CGLMProgram *fp, uint extraKeyBits, int *hitwayOut, int *emptywayOut, int *oldestwayOut );
//===============================
// common stuff
GLMContext *m_ctx; // link back to parent context
long long m_mark;
uint m_rowsLg2;
uint m_rows;
uint m_waysLg2;
uint m_ways;
uint m_entryCount;
CGLMPairCacheEntry *m_entries; // array[ m_rows ][ m_ways ]
uint *m_evictions; // array[ m_rows ];
uint *m_hits; // array[ m_rows ];
};
#endif

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//============ Copyright (c) Valve Corporation, All rights reserved. ============
//
// cglmquery.cpp
//
//===============================================================================
#include "glmgr.h"
#include "cglmquery.h"
#include "dxabstract.h"
#include <unistd.h>
//===============================================================================
extern int gl_errorcheckall;
extern int gl_errorcheckqueries;
extern int gl_errorchecknone;
// how many microseconds to wait after a failed query-available test
// presently on MTGL this doesn't happen, but it could change, keep this handy
//ConVar gl_nullqueries( "gl_nullqueries", "0" );
int gl_nullqueries = 0;
GLenum GetQueryError( void )
{
if ( ( GLMDEBUG || (gl_errorcheckall != 0) || (gl_errorcheckqueries != 0) ) && (gl_errorchecknone == 0) )
{
return glGetError();
}
else
{
return (GLenum) 0; // whistle past graveyard
}
}
//===============================================================================
CGLMQuery::CGLMQuery( GLMContext *ctx, GLMQueryParams *params )
{
// make sure context is current
// get the type of query requested
// generate name(s) needed
// set initial state appropriately
ctx->MakeCurrent();
m_ctx = ctx;
m_params = *params;
m_name = 0;
m_started = m_stopped = m_done = false;
m_nullQuery = false;
// assume value of convar at start time
// does not change during individual query lifetime
// started null = stays null
// started live = stays live
switch(m_params.m_type)
{
case EOcclusion:
{
//make an occlusion query (and a fence to go with it)
glGenQueriesARB( 1, &m_name );
GLMPRINTF(("-A- CGLMQuery(OQ) created name %d", m_name));
GLenum errorcode = GetQueryError();
if (errorcode)
{
const char *decodedStr = GLMDecode( eGL_ERROR, errorcode );
printf( "\nCGLMQuery::CGLMQuery (OQ) saw %s error (%d) from glGenQueriesARB", decodedStr, errorcode );
m_name = 0;
}
}
break;
case EFence:
{
//make a fence - no aux fence needed
glGenFencesAPPLE(1, &m_name );
GLMPRINTF(("-A- CGLMQuery(fence) created name %d", m_name));
GLenum errorcode = GetQueryError();
if (errorcode)
{
const char *decodedStr = GLMDecode( eGL_ERROR, errorcode );
printf( "\nCGLMQuery::CGLMQuery (fence) saw %s error (%d) from glGenFencesAPPLE", decodedStr, errorcode );
m_name = 0;
}
}
break;
default:
break;
}
}
CGLMQuery::~CGLMQuery()
{
GLMPRINTF(("-A-> ~CGLMQuery"));
// make sure query has completed (might not be necessary)
// delete the name(s)
m_ctx->MakeCurrent();
switch(m_params.m_type)
{
case EOcclusion:
{
// do a finish occlusion query ?
GLMPRINTF(("-A- ~CGLMQuery(OQ) deleting name %d", m_name));
glDeleteQueries(1, &m_name );
GLenum errorcode = GetQueryError();
if (errorcode)
{
const char *decodedStr = GLMDecode( eGL_ERROR, errorcode );
printf( "\nCGLMQuery::~CGLMQuery (OQ) saw %s error (%d) from glDeleteQueries", decodedStr, errorcode );
}
}
break;
case EFence:
{
// do a finish fence ?
GLMPRINTF(("-A- ~CGLMQuery(fence) deleting name %d", m_name));
glDeleteFencesAPPLE(1, &m_name );
GLenum errorcode = GetQueryError();
if (errorcode)
{
const char *decodedStr = GLMDecode( eGL_ERROR, errorcode );
printf( "\nCGLMQuery::~CGLMQuery (fence) saw %s error (%d) from glDeleteFencesAPPLE", decodedStr, errorcode );
}
}
break;
default:
break;
}
m_name = 0;
GLMPRINTF(("-A-< ~CGLMQuery"));
}
void CGLMQuery::Start( void ) // "start counting"
{
m_ctx->MakeCurrent();
// on occlusion query:
// glBeginQueryARB on the OQ name. counting starts.
// on fence: glSetFence on m_name.
// note, fences finish themselves via command progress - OQ's do not.
Assert(!m_started);
Assert(!m_stopped);
Assert(!m_done);
m_nullQuery = (gl_nullqueries != 0); // latch value for remainder of query life
switch(m_params.m_type)
{
case EOcclusion:
{
if (m_nullQuery)
{
// do nothing..
}
else
{
glBeginQueryARB( GL_SAMPLES_PASSED_ARB, m_name );
GLenum errorcode = GetQueryError();
if (errorcode)
{
const char *decodedStr = GLMDecode( eGL_ERROR, errorcode );
printf( "\nCGLMQuery::Start(OQ) saw %s error (%d) from glBeginQueryARB (GL_SAMPLES_PASSED_ARB) name=%d", decodedStr, errorcode, m_name );
}
}
}
break;
case EFence:
{
glSetFenceAPPLE( m_name );
GLenum errorcode = GetQueryError();
if (errorcode)
{
const char *decodedStr = GLMDecode( eGL_ERROR, errorcode );
printf( "\nCGLMQuery::Start(fence) saw %s error (%d) from glSetFenceAPPLE name=%d", decodedStr, errorcode, m_name );
}
m_stopped = true; // caller should not call Stop on a fence, it self-stops
}
break;
default:
break;
}
m_started = true;
}
void CGLMQuery::Stop( void ) // "stop counting"
{
m_ctx->MakeCurrent();
Assert(m_started);
Assert(!m_stopped); // this will assert if you try to call Stop on a fence that is started
Assert(!m_done);
switch(m_params.m_type)
{
case EOcclusion:
{
if (m_nullQuery)
{
// do nothing..
}
else
{
glEndQueryARB( GL_SAMPLES_PASSED_ARB ); // we are only putting the request-to-stop-counting into the cmd stream.
GLenum errorcode = GetQueryError();
if (errorcode)
{
const char *decodedStr = GLMDecode( eGL_ERROR, errorcode );
printf( "\nCGLMQuery::Stop(OQ) saw %s error (%d) from glEndQueryARB( GL_SAMPLES_PASSED_ARB ) name=%d", decodedStr, errorcode, m_name );
}
}
}
break;
case EFence:
{
// nop - you don't "end" a fence, you just test it and/or finish it out in Complete
}
break;
default:
break;
}
m_stopped = true;
}
bool CGLMQuery::IsDone( void )
{
m_ctx->MakeCurrent();
Assert(m_started);
Assert(m_stopped);
if(!m_done) // you can ask more than once, but we only check until it comes back as done.
{
// on occlusion: glGetQueryObjectivARB - large cost on pre SLGU, cheap after
// on fence: glTestFenceAPPLE on the fence
switch(m_params.m_type)
{
case EOcclusion: // just test the fence that was set after the query begin
{
if (m_nullQuery)
{
// do almost nothing.. but claim work is complete
m_done = true;
}
else
{
// prepare to pay a big price on drivers prior to 10.6.4+SLGU
GLint available = 0;
glGetQueryObjectivARB(m_name, GL_QUERY_RESULT_AVAILABLE_ARB, &available );
GLenum errorcode = GetQueryError();
if (errorcode)
{
const char *decodedStr = GLMDecode( eGL_ERROR, errorcode );
printf( "\nCGLMQuery::IsDone saw %s error (%d) from glGetQueryObjectivARB(a2) name=%d", decodedStr, errorcode, m_name );
}
m_done = (available != 0);
}
}
break;
case EFence:
{
m_done = glTestFenceAPPLE( m_name );
GLenum errorcode = GetQueryError();
if (errorcode)
{
const char *decodedStr = GLMDecode( eGL_ERROR, errorcode );
printf( "\nCGLMQuery::IsDone saw %s error (%d) from glTestFenceAPPLE(b) name=%d", decodedStr, errorcode, m_name );
}
if (m_done)
{
glFinishFenceAPPLE( m_name ); // no set fence goes un-finished
errorcode = GetQueryError();
if (errorcode)
{
const char *decodedStr = GLMDecode( eGL_ERROR, errorcode );
printf( "\nCGLMQuery::IsDone saw %s error (%d) from glFinishFenceAPPLE(b) name=%d", decodedStr, errorcode, m_name );
}
}
}
break;
default:
break;
}
}
return m_done;
}
void CGLMQuery::Complete( uint *result )
{
m_ctx->MakeCurrent();
uint resultval = 0;
GLint available = 0;
// blocking call if not done
Assert(m_started);
Assert(m_stopped);
switch(m_params.m_type)
{
case EOcclusion:
{
if (m_nullQuery)
{
m_done = true;
resultval = 0; // we did say "null queries..."
}
else
{
// accept that the query is going to drain pipe in 10.6.4 and prior.
// check the error on the spot.
glGetQueryObjectivARB(m_name, GL_QUERY_RESULT_AVAILABLE_ARB, &available );
GLenum errorcode = GetQueryError();
if (errorcode)
{
const char *decodedStr = GLMDecode( eGL_ERROR, errorcode );
printf( "\nCGLMQuery::Complete saw %s error (%d) from glGetQueryObjectivARB GL_QUERY_RESULT_AVAILABLE_ARB name=%d", decodedStr, errorcode, m_name );
resultval=0;
}
else
{
if (!available)
{
// this does happen with some very modest frequency.
if (!m_ctx->Caps().m_hasPerfPackage1)
{
glFlush(); // ISTR some deadlock cases on pre-SLGU drivers if you didn't do this to kick the queue along..
}
}
glGetQueryObjectuivARB( m_name, GL_QUERY_RESULT_ARB, &resultval);
errorcode = GetQueryError();
if (errorcode)
{
const char *decodedStr = GLMDecode( eGL_ERROR, errorcode );
printf( "\nCGLMQuery::Complete saw %s error (%d) from glGetQueryObjectivARB GL_QUERY_RESULT_ARB name=%d", decodedStr, errorcode, m_name );
resultval=0;
}
else
{
// resultval is legit
}
}
m_done = true;
}
}
break;
case EFence:
{
if(!m_done)
{
glFinishFenceAPPLE( m_name );
GLenum errorcode = GetQueryError();
if (errorcode)
{
const char *decodedStr = GLMDecode( eGL_ERROR, errorcode );
printf( "\nCGLMQuery::Complete saw %s error (%d) from glFinishFenceAPPLE (EFence) name=%d", decodedStr, errorcode, m_name );
}
m_done = true; // for clarity or if they try to Complete twice
}
}
break;
default:
break;
}
Assert( m_done );
// reset state for re-use - i.e. you have to call Complete if you want to re-use the object
m_started = m_stopped = m_done = false;
if (result) // caller may pass NULL if not interested in result, for example to clear a fence
{
*result = resultval;
}
}
// accessors for the started/stopped state
bool CGLMQuery::IsStarted ( void )
{
return m_started;
}
bool CGLMQuery::IsStopped ( void )
{
return m_stopped;
}

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//============ Copyright (c) Valve Corporation, All rights reserved. ============
//
// cglmquery.h
// GLMgr queries
//
//===============================================================================
#ifndef CGLMQUERY_H
#define CGLMQUERY_H
#pragma once
#ifdef OSX
#include "glmgrbasics.h"
#endif
//===============================================================================
// forward declarations
class GLMContext;
class CGLMQuery;
//===============================================================================
enum EGLMQueryType
{
EOcclusion,
EFence,
EGLMQueryCount
};
struct GLMQueryParams
{
EGLMQueryType m_type;
};
class CGLMQuery
{
// leave everything public til it's running
public:
friend class GLMContext; // only GLMContext can make CGLMTex objects
friend struct IDirect3DDevice9;
friend struct IDirect3DQuery9;
GLMContext *m_ctx; // link back to parent context
GLMQueryParams m_params; // params created with
GLuint m_name; // name of the query object per se - could be fence, could be query object
bool m_started;
bool m_stopped;
bool m_done;
bool m_nullQuery; // was gl_nullqueries true at Start time - if so, continue to act like a null query through Stop/IsDone/Complete time
// restated - only Start should examine the convar.
CGLMQuery( GLMContext *ctx, GLMQueryParams *params );
~CGLMQuery( );
// for an occlusion query:
// Start = BeginQuery query-start goes into stream
// Stop = EndQuery query-end goes into stream - a fence is also set so we can probe for completion
// IsDone = TestFence use the added fence to ask if query-end has passed (i.e. will Complete block?)
// Complete = GetQueryObjectuivARB(uint id, enum pname, uint *params) - extract the sample count
// for a fence query:
// Start = SetFence fence goes into command stream
// Stop = NOP fences are self finishing - no need to call Stop on a fence
// IsDone = TestFence ask if fence passed
// Complete = FinishFence
void Start ( void );
void Stop ( void );
bool IsDone ( void );
void Complete ( uint *result );
// accessors for the started/stopped state
bool IsStarted ( void );
bool IsStopped ( void );
};
#endif

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//============ Copyright (c) Valve Corporation, All rights reserved. ============
//
// cglmtex.h
// GLMgr textures
//
//===============================================================================
#ifndef CGLMTEX_H
#define CGLMTEX_H
#pragma once
#ifdef OSX
#include "glmgrbasics.h"
#endif
//===============================================================================
// forward declarations
class GLMContext;
class GLMTester;
class CGLMTexLayoutTable;
class CGLMTex;
class CGLMFBO;
struct IDirect3DSurface9;
//===============================================================================
struct GLMTexFormatDesc
{
const char *m_formatSummary; // for debug visibility
D3DFORMAT m_d3dFormat; // what D3D knows it as; see public/bitmap/imageformat.h
GLenum m_glIntFormat; // GL internal format
GLenum m_glIntFormatSRGB; // internal format if SRGB flavor
GLenum m_glDataFormat; // GL data format
GLenum m_glDataType; // GL data type
int m_chunkSize; // 1 or 4 - 4 is used for compressed textures
int m_bytesPerSquareChunk; // how many bytes for the smallest quantum (m_chunkSize x m_chunkSize)
// this description lets us calculate size cleanly without conditional logic for compression
};
const GLMTexFormatDesc *GetFormatDesc( D3DFORMAT format );
//===============================================================================
// utility function for generating slabs of texels. mostly for test.
typedef struct
{
// in
D3DFORMAT m_format;
void *m_dest; // dest address
int m_chunkCount; // square chunk count (single texels or compressed blocks)
int m_byteCountLimit; // caller expectation of max number of bytes to write out
float r,g,b,a; // color desired
// out
int m_bytesWritten;
} GLMGenTexelParams;
// return true if successful
bool GLMGenTexels( GLMGenTexelParams *params );
//===============================================================================
struct GLMTexLayoutSlice
{
int m_xSize,m_ySize,m_zSize; //texel dimensions of this slice
int m_storageOffset; //where in the storage slab does this slice live
int m_storageSize; //how much storage does this slice occupy
};
enum EGLMTexFlags
{
kGLMTexMipped = 0x01,
kGLMTexMippedAuto = 0x02,
kGLMTexRenderable = 0x04,
kGLMTexIsStencil = 0x08,
kGLMTexIsDepth = 0x10,
kGLMTexSRGB = 0x20,
kGLMTexMultisampled = 0x40, // has an RBO backing it. Cannot combine with Mipped, MippedAuto. One slice maximum, only targeting GL_TEXTURE_2D.
// actually not 100% positive on the mipmapping, the RBO itself can't be mipped, but the resulting texture could
// have mipmaps generated.
};
//===============================================================================
struct GLMTexLayoutKey
{
// input values: held const, these are the hash key for the form map
GLenum m_texGLTarget; // flavor of texture: GL_TEXTURE_2D, GL_TEXTURE_3D, GLTEXTURE_CUBE_MAP
D3DFORMAT m_texFormat; // D3D texel format
unsigned long m_texFlags; // mipped, autogen mips, render target, ... ?
unsigned long m_texSamples; // zero for a plain tex, 2/4/6/8 for "MSAA tex" (RBO backed)
int m_xSize,m_ySize,m_zSize; // size of base mip
};
struct LessThan_GLMTexLayoutKey
{
bool operator()(const GLMTexLayoutKey &a, const GLMTexLayoutKey &b) const
{
#define DO_LESS(fff) if (a.fff != b.fff) { return (a.fff< b.fff); }
DO_LESS(m_texGLTarget);
DO_LESS(m_texFormat);
DO_LESS(m_texFlags);
DO_LESS(m_xSize);
DO_LESS(m_ySize)
DO_LESS(m_zSize);
#undef DO_LESS
return false; // they are equal
}
};
#define GLM_TEX_MAX_MIPS 14
#define GLM_TEX_MAX_FACES 6
#define GLM_TEX_MAX_SLICES (GLM_TEX_MAX_MIPS * GLM_TEX_MAX_FACES)
struct GLMTexLayout
{
char *m_layoutSummary; // for debug visibility
// const inputs used for hashing
GLMTexLayoutKey m_key;
// refcount
int m_refCount;
// derived values:
GLMTexFormatDesc *m_format; // format specific info
int m_mipCount; // derived by starying at base size and working down towards 1x1
int m_faceCount; // 1 for 2d/3d, 6 for cubemap
int m_sliceCount; // product of faces and mips
int m_storageTotalSize; // size of storage slab required
// slice array
GLMTexLayoutSlice m_slices[0]; // dynamically allocated 2-d array [faces][mips]
};
typedef std::map< GLMTexLayoutKey, GLMTexLayout*, LessThan_GLMTexLayoutKey > GLMTexLayoutKeyMap;
class CGLMTexLayoutTable
{
public:
CGLMTexLayoutTable();
GLMTexLayout *NewLayoutRef( GLMTexLayoutKey *key ); // pass in a pointer to layout key - receive ptr to completed layout
void DelLayoutRef( GLMTexLayout *layout ); // pass in pointer to completed layout. refcount is dropped.
void DumpStats( void );
protected:
GLMTexLayoutKeyMap m_layoutMap;
};
//===============================================================================
// a sampler specifies desired state for drawing on a given sampler index
// this is the combination of a texture choice and a set of sampler parameters
// see http://msdn.microsoft.com/en-us/library/bb172602(VS.85).aspx
struct GLMTexSamplingParams
{
GLenum m_addressModes[3]; // S, T, R
GLfloat m_borderColor[4]; // R,G,B,A
GLenum m_magFilter;
GLenum m_minFilter;
GLfloat m_mipmapBias;
GLint m_minMipLevel;
GLint m_maxMipLevel;
GLint m_maxAniso;
GLenum m_compareMode; // only used for depth and stencil type textures
bool m_srgb; // srgb texture read...
};
struct GLMTexLockParams
{
// input params which identify the slice of interest
CGLMTex *m_tex;
int m_face;
int m_mip;
// identifies the region of the slice
GLMRegion m_region;
// tells GLM to force re-read of the texels back from GL
// i.e. "I know I stepped on those texels with a draw or blit - the GLM copy is stale"
bool m_readback;
};
struct GLMTexLockDesc
{
GLMTexLockParams m_req; // form of the lock request
bool m_active; // set true at lock time. cleared at unlock time.
int m_sliceIndex; // which slice in the layout
int m_sliceBaseOffset; // where is that in the texture data
int m_sliceRegionOffset; // offset to the start (lowest address corner) of the region requested
};
//===============================================================================
#define GLM_SAMPLER_COUNT 16
typedef unsigned short CTexBindMask; // 16 bits, who needs bitvec...
enum EGLMTexSliceFlag
{
kSliceValid = 0x01, // slice has been teximage'd in whole at least once - set to 0 initially
kSliceStorageValid = 0x02, // if backing store is available, this slice's data is a valid copy - set to 0 initially
kSliceLocked = 0x04, // are one or more locks outstanding on this slice
kSliceFullyDirty = 0x08, // does the slice need to be fully downloaded at unlock time (disregard dirty rects)
};
class CGLMTex
{
public:
void Lock( GLMTexLockParams *params, char** addressOut, int* yStrideOut, int *zStrideOut );
void Unlock( GLMTexLockParams *params );
protected:
friend class GLMContext; // only GLMContext can make CGLMTex objects
friend class GLMTester;
friend class CGLMFBO;
friend struct IDirect3DDevice9;
friend struct IDirect3DBaseTexture9;
friend struct IDirect3DTexture9;
friend struct IDirect3DSurface9;
friend struct IDirect3DCubeTexture9;
friend struct IDirect3DVolumeTexture9;
CGLMTex( GLMContext *ctx, GLMTexLayout *layout, GLMTexSamplingParams *sampling, const char *debugLabel = NULL );
~CGLMTex( );
int CalcSliceIndex( int face, int mip );
void CalcTexelDataOffsetAndStrides( int sliceIndex, int x, int y, int z, int *offsetOut, int *yStrideOut, int *zStrideOut );
void ApplySamplingParams( GLMTexSamplingParams *params, bool noCheck=FALSE );
void ReadTexels( GLMTexLockDesc *desc, bool readWholeSlice=true );
void WriteTexels( GLMTexLockDesc *desc, bool writeWholeSlice=true, bool noDataWrite=false );
// last param lets us send NULL data ptr (only legal with uncompressed formats, beware)
// this helps out ResetSRGB.
void ResetSRGB( bool srgb, bool noDataWrite );
// re-specify texture format to match desired sRGB form
// noWrite means send NULL for texel source addresses instead of actual data - ideal for RT's
GLMTexLayout *m_layout; // layout of texture (shared across all tex with same layout)
int m_minActiveMip;//index of lowest mip that has been written. used to drive setting of GL_TEXTURE_MAX_LEVEL.
int m_maxActiveMip;//index of highest mip that has been written. used to drive setting of GL_TEXTURE_MAX_LEVEL.
GLMTexSamplingParams m_sampling; // mirror of sampling params currently embodied in the texture
// (consult this at draw time, in order to know if changes need to be made)
GLMContext *m_ctx; // link back to parent context
GLuint m_texName; // name of this texture in the context
bool m_texClientStorage; // was CS selecetd for texture
bool m_texPreloaded; // has it been kicked into VRAM with GLMContext::PreloadTex yet
GLuint m_rboName; // name of MSAA RBO backing the tex if MSAA enabled (or zero)
bool m_rboDirty; // has RBO been drawn on - i.e. needs to be blitted back to texture if texture is going to be sampled from
CTexBindMask m_bindPoints; // true for each place in the parent ctx where currently
// bound (indexed via EGLMTexCtxBindingIndex)
int m_rtAttachCount; // how many RT's have this texture attached somewhere
char *m_backing; // backing storage if available
int m_lockCount; // lock reqs are stored in the GLMContext for tracking
std::vector<unsigned char> m_sliceFlags;
char *m_debugLabel; // strdup() of debugLabel passed in, or NULL
};
#endif

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//------------------------------------------------------------------------------
// DX9AsmToGL2.h
//------------------------------------------------------------------------------
#ifndef DX9_ASM_TO_GL_2_H
#define DX9_ASM_TO_GL_2_H
#include "glmgr.h"
//==============================================================================
#define DISASM_OK 0
#define DISASM_ERROR 1
#define MAX_SHADER_CONSTANTS 512
#define MAX_DECLARED_OUTPUTS 32
#define HEXCODE_HEADER "// Hex: "
// Option bits
#define D3DToGL_OptionUseEnvParams 0x001
#define D3DToGL_OptionDoFixupZ 0x002 // Add instructions to put Z in the right interval for GL
#define D3DToGL_OptionDoFixupY 0x004 // Add instructions to flip the Y over for GL
#define D3DToGL_OptionDoUserClipPlanes 0x008 // ARB mode: Include OPTION vertex_program_2 and append DP4's to write into oCLP[0] and oCLP[1]
// GLSL mode: generate code to write gl_ClipVertex
#define D3DToGL_OptionGLSL 0x010 // Output GLSL, rather than ASM
#define D3DToGL_AddHexComments 0x020 // Include hex comments in the code for debugging
#define D3DToGL_PutHexCommentsAfterLines 0x040 // If D3DToGL_AddHexComments is set, this puts the codes to the right, rather than on separate lines
#define D3DToGL_GeneratingDebugText 0x080 // This tells it that we're just getting info for debugging so go easy on asserts and errors
#define D3DToGL_OptionAllowStaticControlFlow 0x100
#define D3DToGL_OptionUseBindableUniforms 0x200 // add "bindable" in front of "vc" / "pc" constant arrays (GLSL only)
#define D3DToGL_OptionSRGBWriteSuffix 0x400 // Tack sRGB conversion suffix on to pixel shaders
#define D3DToGL_OptionSpew 0x80000000
// Code for which component of the "dummy" address register is needed by an instruction
#define ARL_DEST_NONE -1
#define ARL_DEST_X 0
#define ARL_DEST_Y 1
#define ARL_DEST_Z 2
#define ARL_DEST_W 3
class D3DToGL
{
private:
// Pointers for dwToken stream management
uint32* m_pdwBaseToken;
uint32* m_pdwNextToken;
// Vertex shader or pixel shader, and version (necessary because some opcodes alias)
bool m_bVertexShader;
uint32 m_dwMinorVersion;
uint32 m_dwMajorVersion;
// Option flags
bool m_bUseEnvParams; // set D3DToGL_OptionUseEnvParams in 'options' to use
bool m_bDoFixupZ; // set D3DToGL_OptionDoFixupZ
bool m_bDoFixupY; // set D3DToGL_OptionDoFixupZ
bool m_bDoUserClipPlanes; // set D3DToGL_OptionDoUserClipPlanes
bool m_bSpew; // set D3DToGL_OptionSpew
bool m_bUseBindableUniforms; // set D3DToGL_OptionUseBindableUniforms
bool m_bGenerateSRGBWriteSuffix; // set D3DToGL_OptionSRGBWriteSuffix
// Default: false
// If you set this to true, it'll convert to GLSL instead of GL ASM.
bool m_bGLSL; // set D3DToGL_OptionGLSL
// Default: false
bool m_bAllowStaticControlFlow; // set D3DToGL_OptionAllowStaticControlFlow
// Counter for dealing with nested loops
int m_nLoopDepth;
// Add "// Hex: 0xFFEEF00"-type statements after each instruction is parsed.
bool m_bAddHexCodeComments; // set D3DToGL_AddHexComments
// Only applicable if m_bAddHexCodeComments is true.
// If this is true, then it puts the hex code comments to the right of the instructions in a comment
// rather than preceding the instructions.
// Defaults to FALSE.
bool m_bPutHexCodesAfterLines; // set D3DToGL_PutHexCommentsAtEnd
// This tells it that we're just getting info for debugging so go easy on asserts and errors.
// Defaults to FALSE.
bool m_bGeneratingDebugText;
// Various scratch temps needed to handle mis-matches in instruction sets between D3D and OpenGL
bool m_bNeedsD2AddTemp;
bool m_bNeedsNRMTemp;
bool m_bDeclareAddressReg;
bool m_bNeedsLerpTemp;
bool m_bNeedsSinCosDeclarations;
// Keep track of which vs outputs are used so we can declare them
bool m_bDeclareVSOPos;
bool m_bDeclareVSOFog;
uint32 m_dwTexCoordOutMask;
// Mask of varyings which need centroid decoration
uint32 m_nCentroidMask;
// Keep track of which temps are used so they can be declared
uint32 m_dwTempUsageMask;
bool m_bOutputColorRegister[4];
bool m_bOutputDepthRegister;
// Declaration of integer and bool constants
uint32 m_dwConstIntUsageMask;
uint32 m_dwConstBoolUsageMask;
// Did we use atomic_temp_var?
bool m_bUsedAtomicTempVar;
// Track constants so we know how to declare them
bool m_bConstantRegisterDefined[MAX_SHADER_CONSTANTS];
// Track sampler types when declared so we can properly decorate TEX instructions
uint32 m_dwSamplerTypes[32];
// Track sampler usage
uint32 m_dwSamplerUsageMask;
// Track shadow sampler usage
int m_nShadowDepthSampler;
bool m_bDeclareShadowOption;
// Track attribute references
// init to 0xFFFFFFFF (unhit)
// index by (dwRegToken & D3DSP_REGNUM_MASK) in VS DCL insns
// fill with (usage<<4) | (usage index).
uint32 m_dwAttribMap[16];
// Register high water mark
uint32 m_nHighestRegister;
// GLSL does indentation for readability
int m_NumIndentTabs;
// Output buffers.
CUtlBuffer *m_pBufHeaderCode;
CUtlBuffer *m_pBufAttribCode;
CUtlBuffer *m_pBufParamCode;
CUtlBuffer *m_pBufALUCode;
char *m_pFinalAssignmentsCode;
int m_nFinalAssignmentsBufSize;
// Recorded positions for debugging.
uint32* m_pRecordedInputTokenStart;
int m_nRecordedParamCodeStrlen;
int m_nRecordedALUCodeStrlen;
int m_nRecordedAttribCodeStrlen;
// In GLSL mode, these store the semantic attached to each oN register.
// They are the values that you pass to GetUsageIndexAndString.
uint32 m_DeclaredOutputs[MAX_DECLARED_OUTPUTS];
// Have they used the tangent input semantic (i.e. is g_pTangentAttributeName declared)?
bool m_bTangentInputUsed;
private:
// Utilities to aid in decoding token stream
uint32 GetNextToken( void );
void SkipTokens( uint32 numToSkip );
uint32 Opcode( uint32 dwToken );
uint32 OpcodeSpecificData( uint32 dwToken );
uint32 TextureType ( uint32 dwToken );
uint32 GetRegType( uint32 dwRegToken );
// Write to the different buffers.
void StrcatToHeaderCode( const char *pBuf );
void StrcatToALUCode( const char *pBuf );
void StrcatToParamCode( const char *pBuf );
void StrcatToAttribCode( const char *pBuf );
// This helps write the token hex codes into the output stream for debugging.
void AddTokenHexCodeToBuffer( char *pBuffer, int nSize, int nLastStrlen );
void RecordInputAndOutputPositions();
void AddTokenHexCode();
// Utilities for decoding tokens in to strings according to ASM syntax
void PrintOpcode( uint32 inst, char* buff, int nBufLen );
// fSemanticFlags is SEMANTIC_INPUT or SEMANTIC_OUTPUT.
void PrintUsageAndIndexToString( uint32 dwToken, char* strUsageUsageIndexName, int nBufLen, int fSemanticFlags );
CUtlString GetUsageAndIndexString( uint32 dwToken, int fSemanticFlags );
CUtlString GetParameterString( uint32 dwToken, uint32 dwSourceOrDest, bool bForceScalarSource, int *pARLDestReg );
const char* GetGLSLOperatorString( uint32 inst );
void PrintParameterToString ( uint32 dwToken, uint32 dwSourceOrDest, char *pRegisterName, int nBufLen, bool bForceScalarSource, int *pARLDestReg );
void InsertMoveFromAddressRegister( CUtlBuffer *pCode, int nARLComp0, int nARLComp1, int nARLComp2 = ARL_DEST_NONE );
void InsertMoveInstruction( CUtlBuffer *pCode, int nARLComponent );
void FlagIndirectRegister( uint32 dwToken, int *pARLDestReg );
// Utilities for decoding tokens in to strings according to GLSL syntax
bool OpenIntrinsic( uint32 inst, char* buff, int nBufLen, uint32 destDimension, uint32 nArgumentDimension );
void PrintIndentation( char *pBuf, int nBufLen );
uint32 MaintainAttributeMap( uint32 dwToken, uint32 dwRegToken );
CUtlString FixGLSLSwizzle( const char *pDestRegisterName, const char *pSrcRegisterName );
void WriteGLSLCmp( const char *pDestReg, const char *pSrc0Reg, const char *pSrc1Reg, const char *pSrc2Reg );
void WriteGLSLSamplerDefinitions();
void WriteGLSLOutputVariableAssignments();
void NoteTangentInputUsed();
void Handle_DCL();
void Handle_DEF();
void Handle_MAD( uint32 nInstruction );
void Handle_DP2ADD();
void Handle_SINCOS();
void Handle_LRP( uint32 nInstruction );
void Handle_TEX( uint32 dwToken, bool bIsTexLDL );
void Handle_TexLDD( uint32 nInstruction );
void Handle_TexCoord();
void Handle_UnaryOp( uint32 nInstruction );
void HandleBinaryOp_GLSL( uint32 nInstruction );
void HandleBinaryOp_ASM( uint32 nInstruction );
void Handle_CMP();
void Handle_NRM();
void Handle_DeclarativeNonDclOp( uint32 nInstruction );
public:
D3DToGL();
int TranslateShader( uint32* code, CUtlBuffer *pBufDisassembledCode, bool *bVertexShader, uint32 options, int32 nShadowDepthSampler, uint32 nCentroidMask, char *debugLabel );
};
#endif // DX9_ASM_TO_GL_2_H

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#ifndef GLMDEBUG_H
#define GLMDEBUG_H
// include this anywhere you need to be able to compile-out code related specifically to GLM debugging.
// we expect DEBUG to be driven by the build system so you can include this header anywhere.
// when we come out, GLMDEBUG will be defined to a value - 0, 1, or 2
// 0 means no GLM debugging is possible
// 1 means it's possible and resulted from being a debug build
// 2 means it's possible and resulted from being manually forced on for a release build
#ifdef POSIX
#ifndef GLMDEBUG
#ifdef DEBUG
#define GLMDEBUG 1 // normally 1 here, testing
#else
// #define GLMDEBUG 2 // don't check this in enabled..
#endif
#ifndef GLMDEBUG
#define GLMDEBUG 0
#endif
#endif
#else
#ifndef GLMDEBUG
#define GLMDEBUG 0
#endif
#endif
// helpful macro if you are in a position to call GLM functions directly (i.e. you live in materialsystem / shaderapidx9)
#if GLMDEBUG
#define GLMPRINTF(args) GLMPrintf args
#define GLMPRINTSTR(args) GLMPrintStr args
#define GLMPRINTTEXT(args) GLMPrintText args
#define GLMBEGINPIXEVENT(args) GLMBeginPIXEvent args
#define GLMENDPIXEVENT(args) GLMEndPIXEvent args
#else
#define GLMPRINTF(args)
#define GLMPRINTSTR(args)
#define GLMPRINTTEXT(args)
#define GLMBEGINPIXEVENT(args)
#define GLMENDPIXEVENT(args)
#endif
#endif

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//============ Copyright (c) Valve Corporation, All rights reserved. ============
//
// glmdisplay.h
// display related stuff - used by both GLMgr and the CocoaMgr
//
//===============================================================================
#ifndef GLMDISPLAY_H
#define GLMDISPLAY_H
#pragma once
#include <OpenGL/OpenGL.h>
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#include <OpenGL/CGLTypes.h>
#include <OpenGL/CGLRenderers.h>
#include <OpenGL/CGLCurrent.h>
#include <ApplicationServices/ApplicationServices.h>
#include "glmgrbasics.h"
typedef void _PseudoNSGLContext; // aka NSOpenGLContext
typedef _PseudoNSGLContext *PseudoNSGLContextPtr;
struct GLMDisplayModeInfoFields
{
uint m_modePixelWidth;
uint m_modePixelHeight;
uint m_modeRefreshHz;
// are we even going to talk about bit depth... not yet
};
struct GLMDisplayInfoFields
{
CGDirectDisplayID m_cgDisplayID;
CGOpenGLDisplayMask m_glDisplayMask; // result of CGDisplayIDToOpenGLDisplayMask on the cg_displayID.
uint m_displayPixelWidth;
uint m_displayPixelHeight;
};
struct GLMRendererInfoFields
{
/*properties of interest and their desired values.
kCGLRPFullScreen = 54, true
kCGLRPAccelerated = 73, true
kCGLRPWindow = 80, true
kCGLRPRendererID = 70, informational
kCGLRPDisplayMask = 84, informational
kCGLRPBufferModes = 100, informational
kCGLRPColorModes = 103, informational
kCGLRPAccumModes = 104, informational
kCGLRPDepthModes = 105, informational
kCGLRPStencilModes = 106, informational
kCGLRPMaxAuxBuffers = 107, informational
kCGLRPMaxSampleBuffers = 108, informational
kCGLRPMaxSamples = 109, informational
kCGLRPSampleModes = 110, informational
kCGLRPSampleAlpha = 111, informational
kCGLRPVideoMemory = 120, informational
kCGLRPTextureMemory = 121, informational
kCGLRPRendererCount = 128 number of renderers in the CGLRendererInfoObj under examination
kCGLRPOffScreen = 53, D/C
kCGLRPRobust = 75, FALSE or D/C - aka we're asking for no-fallback
kCGLRPBackingStore = 76, D/C
kCGLRPMPSafe = 78, D/C
kCGLRPMultiScreen = 81, D/C
kCGLRPCompliant = 83, D/C
*/
//--------------------------- info we have from CGL renderer queries, IOKit, Gestalt
//--------------------------- these are set up in the displayDB by CocoaMgr
GLint m_fullscreen;
GLint m_accelerated;
GLint m_windowed;
GLint m_rendererID;
GLint m_displayMask;
GLint m_bufferModes;
GLint m_colorModes;
GLint m_accumModes;
GLint m_depthModes;
GLint m_stencilModes;
GLint m_maxAuxBuffers;
GLint m_maxSampleBuffers;
GLint m_maxSamples;
GLint m_sampleModes;
GLint m_sampleAlpha;
GLint m_vidMemory;
GLint m_texMemory;
uint m_pciVendorID;
uint m_pciDeviceID;
char m_pciModelString[64];
char m_driverInfoString[64];
//--------------------------- OS version related - set up by CocoaMgr
// OS version found
uint m_osComboVersion; // 0x00XXYYZZ : XX major, YY minor, ZZ minor minor : 10.6.3 --> 0x000A0603. 10.5.8 --> 0x000A0508.
//--------------------------- shorthands - also set up by CocoaMgr - driven by vendorid / deviceid
bool m_ati;
bool m_atiR5xx;
bool m_atiR6xx;
bool m_atiR7xx;
bool m_atiR8xx;
bool m_atiNewer;
bool m_intel;
bool m_intel95x;
bool m_intel3100;
bool m_intelNewer;
bool m_nv;
bool m_nvG7x;
bool m_nvG8x;
bool m_nvNewer;
//--------------------------- context query results - left blank in the display DB - but valid in a GLMContext (call ctx->Caps() to get a const ref)
// booleans
bool m_hasGammaWrites; // aka glGetBooleanv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT) / glEnable(GL_FRAMEBUFFER_SRGB_EXT)
bool m_hasMixedAttachmentSizes; // aka ARB_fbo in 10.6.3 - test for min OS vers, then exported ext string
bool m_hasBGRA; // aka GL_BGRA vertex attribs in 10.6.3 - - test for min OS vers, then exported ext string
bool m_hasNewFullscreenMode; // aka 10.6.x "big window" fullscreen mode
bool m_hasNativeClipVertexMode; // aka GLSL gl_ClipVertex does not fall back to SW- OS version and folklore-based
bool m_hasOcclusionQuery; // occlusion query: do you speak it ?!
bool m_hasFramebufferBlit; // framebuffer blit: know what I'm sayin?!
bool m_hasPerfPackage1; // means new MTGL, fast OQ, fast uniform upload, NV can resolve flipped (late summer 2010 post 10.6.4 update)
// counts
int m_maxAniso; // aniso limit - context query
// other exts
bool m_hasBindableUniforms;
bool m_hasUniformBuffers;
// runtime options that aren't negotiable once set
bool m_hasDualShaders; // must supply CLI arg "-glmdualshaders" or we go GLSL only
//--------------------------- " can'ts " - specific problems that need to be worked around
bool m_cantBlitReliably; // Intel chipsets have problems blitting sRGB sometimes
bool m_cantAttachSRGB; // NV G8x on 10.5.8 can't have srgb tex on FBO color - separate issue from hasGammaWrites
bool m_cantResolveFlipped; // happens on NV in 10.6.4 and prior - console variable "gl_can_resolve_flipped" can overrule
bool m_cantResolveScaled; // happens everywhere per GL spec but may be relaxed some day - console variable "gl_can_resolve_scaled" can overrule
bool m_costlyGammaFlips; // this means that sRGB sampling state affects shader code gen, resulting in state-dependent code regen
//--------------------------- " bads " - known bad drivers
bool m_badDriver1064NV; // this is the bad NVIDIA driver on 10.6.4 - stutter, tex corruption, black screen issues
};
////////////////////////////////////////////////////////////////////////////////////////
// this stuff is all sitting in glmgrcocoa.mm since it needs to make ObjC calls.
//===============================================================================
// modes, displays, and renderers
// think of renderers as being at the top of a tree.
// each renderer has displays hanging off of it.
// each display has modes hanging off of it.
// the tree is populated on demand and then queried as needed.
//===============================================================================
// GLMDisplayModeInfoFields is in glmdisplay.h
class GLMDisplayMode
{
public:
GLMDisplayModeInfoFields m_info;
GLMDisplayMode( uint width, uint height, uint refreshHz );
~GLMDisplayMode( void );
void Dump( int which );
};
//===============================================================================
// GLMDisplayInfoFields is in glmdisplay.h
class GLMDisplayInfo
{
public:
GLMDisplayInfoFields m_info;
std::vector< GLMDisplayMode* > *m_modes; // starts out NULL, set by PopulateModes
GLMDisplayInfo( CGDirectDisplayID displayID, CGOpenGLDisplayMask displayMask );
~GLMDisplayInfo( void );
void PopulateModes( void );
void Dump( int which );
};
//===============================================================================
// GLMRendererInfoFields is in glmdisplay.h
class GLMRendererInfo
{
public:
GLMRendererInfoFields m_info;
std::vector< GLMDisplayInfo* > *m_displays; // starts out NULL, set by PopulateDisplays
GLMRendererInfo ( GLMRendererInfoFields *info );
~GLMRendererInfo ( void );
void PopulateDisplays( void );
void Dump( int which );
};
//===============================================================================
// this is just a tuple describing fake adapters which are really renderer/display pairings.
// dxabstract bridges the gap between the d3d adapter-centric world and the GL renderer+display world.
// this makes it straightforward to handle cases like two video cards with two displays on one, and one on the other -
// you get three fake adapters which represent each useful screen.
// the constraint that dxa will have to follow though, is that if the user wants to change their
// display selection for full screen, they would only be able to pick on that has the same underlying renderer.
// can't change fakeAdapter from one to another with different GL renderer under it. Screen hop but no card hop.
struct GLMFakeAdapter
{
int m_rendererIndex;
int m_displayIndex;
};
class GLMDisplayDB
{
public:
std::vector< GLMRendererInfo* > *m_renderers; // starts out NULL, set by PopulateRenderers
std::vector< GLMFakeAdapter > m_fakeAdapters;
GLMDisplayDB ( void );
~GLMDisplayDB ( void );
virtual void PopulateRenderers( void );
virtual void PopulateFakeAdapters( uint realRendererIndex ); // fake adapters = one real adapter times however many displays are on it
virtual void Populate( void );
// The info-get functions return false on success.
virtual int GetFakeAdapterCount( void );
virtual bool GetFakeAdapterInfo( int fakeAdapterIndex, int *rendererOut, int *displayOut, GLMRendererInfoFields *rendererInfoOut, GLMDisplayInfoFields *displayInfoOut );
virtual int GetRendererCount( void );
virtual bool GetRendererInfo( int rendererIndex, GLMRendererInfoFields *infoOut );
virtual int GetDisplayCount( int rendererIndex );
virtual bool GetDisplayInfo( int rendererIndex, int displayIndex, GLMDisplayInfoFields *infoOut );
virtual int GetModeCount( int rendererIndex, int displayIndex );
virtual bool GetModeInfo( int rendererIndex, int displayIndex, int modeIndex, GLMDisplayModeInfoFields *infoOut );
virtual void Dump( void );
};
#endif

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//============ Copyright (c) Valve Corporation, All rights reserved. ============
//
// glmgrbasics.h
// types, common headers, forward declarations, utilities
//
//===============================================================================
#ifndef GLMBASICS_H
#define GLMBASICS_H
#pragma once
#include <string>
#include <set>
#include <map>
#include <vector>
#include <OpenGL/OpenGL.h>
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#include <OpenGL/CGLTypes.h>
#include <OpenGL/CGLRenderers.h>
#include <OpenGL/CGLCurrent.h>
//#include <OpenGL/CGLProfiler.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <ApplicationServices/ApplicationServices.h>
#include "imageformat.h"
#include "glmdebug.h"
#ifndef Assert
#define Assert(x)
#endif
//===============================================================================
// some portability shims to eliminate dependencies on partcular segments of Valve code
typedef int8_t int8;
typedef uint8_t uint8;
typedef int16_t int16;
typedef uint16_t uint16;
typedef int32_t int32;
typedef uint32_t uint32;
typedef int64_t int64;
typedef uint64_t uint64;
class CUtlBuffer
{
public:
enum BufferFlags_t
{
TEXT_BUFFER = 0x1, // Describes how get + put work (as strings, or binary)
//EXTERNAL_GROWABLE = 0x2, // This is used w/ external buffers and causes the utlbuf to switch to reallocatable memory if an overflow happens when Putting.
//CONTAINS_CRLF = 0x4, // For text buffers only, does this contain \n or \n\r?
//READ_ONLY = 0x8, // For external buffers; prevents null termination from happening.
//AUTO_TABS_DISABLED = 0x10, // Used to disable/enable push/pop tabs
};
CUtlBuffer( int growSize = 0, int initSize = 0, int nFlags = 0 )
{
// grow size and init flags are ignored.
m_buf.reserve( initSize );
};
CUtlBuffer( const void* pBuffer, int size, int nFlags = 0 )
{
m_buf.reserve ( size );
memcpy( &m_buf[0], pBuffer, size );
}
// This one isn't actually defined so that we catch contructors that are trying to pass a bool in as the third param.
CUtlBuffer( const void *pBuffer, int size, bool crap );
~CUtlBuffer()
{
}
char* Base( void )
{
return &m_buf[0];
}
uint32 Size( void )
{
return m_buf.size();
}
void EnsureCapacity( int num )
{
m_buf.resize( num );
}
void AppendString( const char* pString )
{
int appendlen = strlen( pString ); // count of characters, null terminator not included
if (Size())
{
// append to non empty string
EnsureCapacity( Size() + appendlen + 1);
//printf("\n **(a) appending \n---\n%s\n---\n to \n---\n%s\n---\n", pString, Base() );
strcat( Base(), pString ); // gets NULL terminated
}
else
{
EnsureCapacity( Size() + appendlen + 1);
//printf("\n **(b) appending \n---\n%s\n---\n to \n---\n%s\n---\n", pString, Base() );
strcpy( Base(), pString );
}
}
private:
CUtlBuffer();
std::vector<char> m_buf;
};
class CUtlString
{
public:
CUtlString()
{
m_str = "";
}
CUtlString( const char *str )
{
m_str = std::string( str );
}
~CUtlString( )
{
}
const char* String( void )
{
return m_str.c_str();
}
operator const char * () { return m_str.c_str(); } //conversion operator
private:
std::string m_str;
};
#undef ARRAYSIZE
#define ARRAYSIZE(p) (sizeof(p)/sizeof(p[0]))
#define strcat_s(dst,lim,src) strcat(dst,src )
#define V_strcat(dst,lim,src) strcat(dst,src)
#define V_vsnprintf(a,b,c,d) vsprintf(a,c,d) // double check this
#define V_snprintf snprintf
#define V_strncpy strncpy
#define V_strcmp strcmp
#define V_strlen strlen
#define V_strstr strstr
#define __cdecl
#define V_memset(dst,count,val) memset(dst,count,val)
int V_stricmp(const char *s1, const char *s2 );
char const* V_stristr( char const* pStr, char const* pSearch );
//===============================================================================
// types
// 3-d integer box (used for texture lock/unlock etc)
struct GLMRegion
{
int xmin,xmax;
int ymin,ymax;
int zmin,zmax;
};
struct GLMRect // follows GL convention - if coming from the D3D rect you will need to fiddle the Y's
{
int xmin; // left
int ymin; // bottom
int xmax; // right
int ymax; // top
};
// macros
//#define GLMassert(x) assert(x)
// forward decls
class GLMgr; // singleton
class GLMContext; // GL context
class CGLMContextTester; // testing class
class CGLMTex;
class CGLMFBO;
class CGLMProgram;
class CGLMBuffer;
// utilities
typedef enum
{
// D3D codes
eD3D_DEVTYPE,
eD3D_FORMAT,
eD3D_RTYPE,
eD3D_USAGE,
eD3D_RSTATE, // render state
eD3D_SIO, // D3D shader bytecode
eD3D_VTXDECLUSAGE,
// CGL codes
eCGL_RENDID,
// OpenGL error codes
eGL_ERROR,
// OpenGL enums
eGL_ENUM,
eGL_RENDERER
} GLMThing_t;
const char* GLMDecode( GLMThing_t type, unsigned long value ); // decode a numeric const
const char* GLMDecodeMask( GLMThing_t type, unsigned long value ); // decode a bitmask
void GLMStop( void ); // aka Debugger()
void GLMCheckError( bool noStop = false, bool noLog= false );
void GLMEnableTrace( bool on );
//===============================================================================
// debug channels
enum EGLMDebugChannel
{
ePrintf,
eDebugger,
eGLProfiler
};
#if GLMDEBUG
// make all these prototypes disappear in non GLMDEBUG
void GLMDebugInitialize( bool forceReinit=false );
bool GLMDetectOGLP( void );
bool GLMDetectGDB( void );
uint GLMDetectAvailableChannels( void );
uint GLMDebugChannelMask( uint *newValue = NULL );
// note that GDB and OGLP can both come and go during run - forceCheck will allow that to be detected.
// mask returned is in form of 1<<n, n from EGLMDebugChannel
#endif
//===============================================================================
// debug message flavors
enum EGLMDebugFlavor
{
eAllFlavors, // 0
eDebugDump, // 1 debug dump flavor -D-
eTenure, // 2 code tenures > <
eComment, // 3 one off messages ---
eMatrixData, // 4 matrix data -M-
eShaderData, // 5 shader data (params) -S-
eFrameBufData, // 6 FBO data (attachments) -F-
eDXStuff, // 7 dxabstract spew -X-
eAllocations, // 8 tracking allocs and frees -A-
eSlowness, // 9 slow things happening (srgb flips..) -Z-
eDefaultFlavor, // not specified (no marker)
eFlavorCount
};
uint GLMDebugFlavorMask( uint *newValue = NULL );
//===============================================================================
// output functions
// make all these prototypes disappear in non GLMDEBUG
#if GLMDEBUG
// these are unconditional outputs, they don't interrogate the string
void GLMStringOut( const char *string );
void GLMStringOutIndented( const char *string, int indentColumns );
// these will look at the string to guess its flavor: <, >, ---, -M-, -S-
void GLMPrintfVA( const char *fmt, va_list vargs );
void GLMPrintf( const char *fmt, ... );
// these take an explicit flavor with a default value
void GLMPrintStr( const char *str, EGLMDebugFlavor flavor = eDefaultFlavor );
#define GLMPRINTTEXT_NUMBEREDLINES 0x80000000
void GLMPrintText( const char *str, EGLMDebugFlavor flavor = eDefaultFlavor, uint options=0 ); // indent each newline
int GLMIncIndent( int indentDelta );
int GLMGetIndent( void );
void GLMSetIndent( int indent );
#endif
// expose these in release now
// Mimic PIX events so we can decorate debug spew
void GLMBeginPIXEvent( const char *str );
void GLMEndPIXEvent( void );
//===============================================================================
// other stuff
#if GLMDEBUG
inline void GLMDebugger( void )
{
if (GLMDebugChannelMask() & (1<<eDebugger))
{
#if defined( OSX ) && defined( __aarch64__ )
__builtin_debugtrap();
#else
asm ( "int $3" );
#endif
}
if (GLMDebugChannelMask() & (1<<eGLProfiler))
{
// we call an obscure GL function which we know has been breakpointed in the OGLP function list
static short nada[] = { -1, -1, -1, -1 };
glColor4sv( nada );
}
}
#else
#define GLMDebugger()
#endif
// helpers for CGLSetOption - no op if no profiler
void GLMProfilerClearTrace( void );
void GLMProfilerEnableTrace( bool enable );
// helpers for CGLSetParameter - no op if no profiler
void GLMProfilerDumpState( void );
//===============================================================================
// classes
// helper class making function tracking easier to wire up
#if GLMDEBUG
class GLMFuncLogger
{
public:
// simple function log
GLMFuncLogger( const char *funcName )
{
m_funcName = funcName;
m_earlyOut = false;
GLMPrintf( ">%s", m_funcName );
};
// more advanced version lets you pass args (i.e. called parameters or anything else of interest)
// no macro for this one, since no easy way to pass through the args as well as the funcname
GLMFuncLogger( const char *funcName, char *fmt, ... )
{
m_funcName = funcName;
m_earlyOut = false;
// this acts like GLMPrintf here
// all the indent policy is down in GLMPrintfVA
// which means we need to inject a ">" at the front of the format string to make this work... sigh.
char modifiedFmt[2000];
modifiedFmt[0] = '>';
strcpy( modifiedFmt+1, fmt );
va_list vargs;
va_start(vargs, fmt);
GLMPrintfVA( modifiedFmt, vargs );
va_end( vargs );
}
~GLMFuncLogger( )
{
if (m_earlyOut)
{
GLMPrintf( "<%s (early out)", m_funcName );
}
else
{
GLMPrintf( "<%s", m_funcName );
}
};
void EarlyOut( void )
{
m_earlyOut = true;
};
const char *m_funcName; // set at construction time
bool m_earlyOut;
};
// handy macro to go with the function tracking class
#define GLM_FUNC GLMFuncLogger _logger_ ( __FUNCTION__ )
#else
#define GLM_FUNC
#endif
// class to keep an in-memory mirror of a file which may be getting edited during run
class CGLMFileMirror
{
public:
CGLMFileMirror( char *fullpath ); // just associates mirror with file. if file exists it will be read.
//if non existent it will be created with size zero
~CGLMFileMirror( );
bool HasData( void ); // see if data avail
void GetData( char **dataPtr, uint *dataSizePtr ); // read it out
void SetData( char *data, uint dataSize ); // put data in (and write it to disk)
bool PollForChanges( void ); // check disk copy. If different, read it back in and return true.
void UpdateStatInfo( void ); // make sure stat info is current for our file
void ReadFile( void );
void WriteFile( void );
void OpenInEditor( bool foreground=false ); // pass TRUE if you would like the editor to pop to foreground
/// how about a "wait for change" method..
char *m_path; // fullpath to file
bool m_exists;
struct stat m_stat; // stat results for the file (last time checked)
char *m_data; // content of file
uint m_size; // length of content
};
// class based on the file mirror, that makes it easy to edit them outside the app.
// it receives an initial block of text from the engine, and hashes it. ("orig")
// it munges it by duplicating all the text after the "!!" line, and appending it in commented form. ("munged")
// a mirror file is activated, using a filename based on the hash from the orig text.
// if there is already content on disk matching that filename, use that content *unless* the 'blitz' parameter is set.
// (i.e. engine is instructing this subsystem to wipe out any old/modified variants of the text)
#ifndef MD5_DIGEST_LENGTH
#define MD5_DIGEST_LENGTH 16
#endif
class CGLMEditableTextItem
{
public:
CGLMEditableTextItem( char *text, uint size, bool forceOverwrite, char *prefix, char *suffix = NULL ); // create a text blob from text source, optional filename suffix
~CGLMEditableTextItem( );
bool HasData( void );
bool PollForChanges( void ); // return true if stale i.e. you need to get a new edition
void GetCurrentText( char **textOut, uint *sizeOut ); // query for read access to the active blob (could be the original, could be external edited copy)
void OpenInEditor( bool foreground=false ); // call user attention to this text
// internal methods
void GenHashOfOrigText( void );
void GenBaseNameAndFullPath( char *prefix, char *suffix );
void GenMungedText( bool fromMirror );
// members
// orig
uint m_origSize;
char *m_origText; // what was submitted
unsigned char m_origDigest[MD5_DIGEST_LENGTH]; // digest of what was submitted
// munged
uint m_mungedSize;
char *m_mungedText; // re-processed edition, initial content submission to the file mirror
// mirror
char *m_mirrorBaseName; // generated from the hash of the orig text, plus the label / prefix
char *m_mirrorFullPath; // base name
CGLMFileMirror *m_mirror; // file mirror itself. holds "official" copy for GetCurrentText to return.
};
// debug font
extern unsigned char g_glmDebugFontMap[16384];
// class for cracking multi-part text blobs
// sections are demarcated by beginning-of-line markers submitted in a table by the caller
struct GLMTextSection
{
int m_markerIndex; // based on table of markers passed in to constructor
uint m_textOffset; // where is the text - offset
int m_textLength; // how big is the section
};
class CGLMTextSectioner
{
public:
CGLMTextSectioner( const char *text, int textSize, const char **markers ); // constructor finds all the sections
~CGLMTextSectioner( );
int Count( void ); // how many sections found
void GetSection( int index, uint *offsetOut, uint *lengthOut, int *markerIndexOut );
// find section, size, what marker
// note that more than one section can be marked similarly.
// so policy isn't made here, you walk the sections and decide what to do if there are dupes.
//members
//section table
std::vector< GLMTextSection > m_sectionTable;
};
#endif

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//============ Copyright (c) Valve Corporation, All rights reserved. ============
//
// glmgrext.h
// helper file for extension testing and runtime importing of entry points
//
//===============================================================================
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#include <mach-o/dyld.h>
#include <stdlib.h>
#include <string.h>
#include "glmgr.h"
PFNglColorMaskIndexedEXT pfnglColorMaskIndexedEXT;
PFNglEnableIndexedEXT pfnglEnableIndexedEXT;
PFNglDisableIndexedEXT pfnglDisableIndexedEXT;
PFNglGetFramebufferAttachmentParameteriv pfnglGetFramebufferAttachmentParameteriv;
PFNglUniformBufferEXT pfnglUniformBufferEXT;
// NSSymbol was deprecated in 10.5.
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
void * NSGLGetProcAddress (const char *name)
{
NSSymbol symbol;
char *symbolName = (char *)malloc (strlen (name) + 2);
strcpy(symbolName + 1, name);
symbolName[0] = '_';
symbol = NULL;
if (NSIsSymbolNameDefined (symbolName))
symbol = NSLookupAndBindSymbol (symbolName);
free (symbolName);
return symbol ? NSAddressOfSymbol (symbol) : NULL;
}
#pragma clang diagnostic pop
void GLMSetupExtensions( void )
{
pfnglColorMaskIndexedEXT = (PFNglColorMaskIndexedEXT) NSGLGetProcAddress( "glColorMaskIndexedEXT" );
pfnglEnableIndexedEXT = (PFNglEnableIndexedEXT) NSGLGetProcAddress( "glEnableIndexedEXT" );
pfnglDisableIndexedEXT = (PFNglDisableIndexedEXT) NSGLGetProcAddress( "glDisableIndexedEXT" );
pfnglGetFramebufferAttachmentParameteriv = (PFNglGetFramebufferAttachmentParameteriv) NSGLGetProcAddress( "glGetFramebufferAttachmentParameteriv" );
pfnglUniformBufferEXT = (PFNglUniformBufferEXT) NSGLGetProcAddress( "glUniformBufferEXT" );
}
/*
#define INSTANTIATE_GL_IMPORTS
#include "glmgr.h" // will include glmgrext.h
#undef INSTANTIATE_GL_IMPORTS
// helper class for looking up function names
// see http://andrewtolbert.com/svn/personal/OpenGLSuperBible/shared/gltools.cpp
// also http://developer.apple.com/mac/library/DOCUMENTATION/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_entrypts/opengl_entrypts.html
class CFunctionImporter
{
public:
CFBundleRef m_bundle;
CFunctionImporter( CFStringRef bundleID ) // for example CFSTR("com.apple.OpenGL")
{
m_bundle = CFBundleGetBundleWithIdentifier( bundleID );
if ( m_bundle )
CFRetain( m_bundle );
}
~CFunctionImporter()
{
if( m_bundle )
{
CFRelease(m_bundle);
m_bundle = NULL;
}
}
void *FindFunctionByName(CFStringRef name) // ex CFSTR("glColorMaskedIndexedEXT")
{
void *result = NULL;
if (m_bundle)
{
result = CFBundleGetFunctionPointerForName(m_bundle, name);
}
return result;
}
};
void GLMSetupExtensions( void )
{
CFunctionImporter importer( CFSTR("com.apple.OpenGL") );
#define DO_IMPORT(name) name = (name##FuncPtr)importer.FindFunctionByName( CFSTR(#name) );
#ifndef GL_EXT_draw_buffers2
// FIXME we're not checking for the extension string yet, we're just grabbing func ptrs
DO_IMPORT(glColorMaskIndexedEXT);
DO_IMPORT(glEnableIndexedEXT);
DO_IMPORT(glDisableIndexedEXT);
#endif
}
*/

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//============ Copyright (c) Valve Corporation, All rights reserved. ============
//
// glmgrext.h
// helper file for extension testing and runtime importing of entry points
//
//===============================================================================
#pragma once
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
// #define symbol INSTANTIATE_GL_IMPORTS controls whether the following macro "GL_IMPORT" writes externs or writes decls
// normally only glmgr.cpp sets that symbol and includes this file
// to simplify usage, a function ptr type must exist for every entry point, following the name##FuncPtr convention.
#ifdef INSTANTIATE_GL_IMPORTS
#define GL_IMPORT( name ) name##FuncPtr name = 0
#else
#define GL_IMPORT( name ) extern name##FuncPtr name;
#endif
// before declaring each import, check to see if the EXT symbol is in effect,
// and if so, don't do it!
#ifndef GL_EXT_draw_buffers2
typedef void (* glColorMaskIndexedEXTFuncPtr) (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
typedef void (* glEnableIndexedEXTFuncPtr) (GLenum target, GLuint index);
typedef void (* glDisableIndexedEXTFuncPtr) (GLenum target, GLuint index);
GL_IMPORT(glColorMaskIndexedEXT);
GL_IMPORT(glEnableIndexedEXT);
GL_IMPORT(glDisableIndexedEXT);
#endif
#ifndef GL_EXT_framebuffer_sRGB
#define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9
#define GL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x8DBA
#endif
#ifndef ARB_texture_rg
#define GL_COMPRESSED_RED 0x8225
#define GL_COMPRESSED_RG 0x8226
#define GL_RG 0x8227
#define GL_RG_INTEGER 0x8228
#define GL_R8 0x8229
#define GL_R16 0x822A
#define GL_RG8 0x822B
#define GL_RG16 0x822C
#define GL_R16F 0x822D
#define GL_R32F 0x822E
#define GL_RG16F 0x822F
#define GL_RG32F 0x8230
#define GL_R8I 0x8231
#define GL_R8UI 0x8232
#define GL_R16I 0x8233
#define GL_R16UI 0x8234
#define GL_R32I 0x8235
#define GL_R32UI 0x8236
#define GL_RG8I 0x8237
#define GL_RG8UI 0x8238
#define GL_RG16I 0x8239
#define GL_RG16UI 0x823A
#define GL_RG32I 0x823B
#define GL_RG32UI 0x823C
#endif
#ifndef GL_EXT_bindable_uniform
#define GL_UNIFORM_BUFFER_EXT 0x8DEE
#endif
// unpublished extension enums (thus the "X")
// from EXT_framebuffer_multisample_blit_scaled..
#define XGL_SCALED_RESOLVE_FASTEST_EXT 0x90BA
#define XGL_SCALED_RESOLVE_NICEST_EXT 0x90BB
void * NSGLGetProcAddress (const char *name);
// call this to find all the entry points.
void GLMSetupExtensions( void );
typedef void (*PFNglColorMaskIndexedEXT)(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
typedef void (*PFNglEnableIndexedEXT)(GLenum target, GLuint index);
typedef void (*PFNglDisableIndexedEXT)(GLenum target, GLuint index);
typedef void (*PFNglUniformBufferEXT)(GLuint program, GLint location, GLuint buffer);
extern PFNglColorMaskIndexedEXT pfnglColorMaskIndexedEXT;
extern PFNglEnableIndexedEXT pfnglEnableIndexedEXT;
extern PFNglDisableIndexedEXT pfnglDisableIndexedEXT;
extern PFNglUniformBufferEXT pfnglUniformBufferEXT;
typedef void (*PFNglGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint *params);
extern PFNglGetFramebufferAttachmentParameteriv pfnglGetFramebufferAttachmentParameteriv;

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//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#ifndef IMAGEFORMAT_H
#define IMAGEFORMAT_H
#ifdef _WIN32
#pragma once
#endif
#include <stdio.h>
enum NormalDecodeMode_t
{
NORMAL_DECODE_NONE = 0,
NORMAL_DECODE_ATI2N = 1,
NORMAL_DECODE_ATI2N_ALPHA = 2
};
// Forward declaration
#ifdef _WIN32
typedef enum _D3DFORMAT D3DFORMAT;
#endif
//-----------------------------------------------------------------------------
// The various image format types
//-----------------------------------------------------------------------------
// don't bitch that inline functions aren't used!!!!
#pragma warning(disable : 4514)
enum ImageFormat
{
IMAGE_FORMAT_UNKNOWN = -1,
IMAGE_FORMAT_RGBA8888 = 0,
IMAGE_FORMAT_ABGR8888,
IMAGE_FORMAT_RGB888,
IMAGE_FORMAT_BGR888,
IMAGE_FORMAT_RGB565,
IMAGE_FORMAT_I8,
IMAGE_FORMAT_IA88,
IMAGE_FORMAT_P8,
IMAGE_FORMAT_A8,
IMAGE_FORMAT_RGB888_BLUESCREEN,
IMAGE_FORMAT_BGR888_BLUESCREEN,
IMAGE_FORMAT_ARGB8888,
IMAGE_FORMAT_BGRA8888,
IMAGE_FORMAT_DXT1,
IMAGE_FORMAT_DXT3,
IMAGE_FORMAT_DXT5,
IMAGE_FORMAT_BGRX8888,
IMAGE_FORMAT_BGR565,
IMAGE_FORMAT_BGRX5551,
IMAGE_FORMAT_BGRA4444,
IMAGE_FORMAT_DXT1_ONEBITALPHA,
IMAGE_FORMAT_BGRA5551,
IMAGE_FORMAT_UV88,
IMAGE_FORMAT_UVWQ8888,
IMAGE_FORMAT_RGBA16161616F,
IMAGE_FORMAT_RGBA16161616,
IMAGE_FORMAT_UVLX8888,
IMAGE_FORMAT_R32F, // Single-channel 32-bit floating point
IMAGE_FORMAT_RGB323232F,
IMAGE_FORMAT_RGBA32323232F,
// Depth-stencil texture formats for shadow depth mapping
IMAGE_FORMAT_NV_DST16, //
IMAGE_FORMAT_NV_DST24, //
IMAGE_FORMAT_NV_INTZ, // Vendor-specific depth-stencil texture
IMAGE_FORMAT_NV_RAWZ, // formats for shadow depth mapping
IMAGE_FORMAT_ATI_DST16, //
IMAGE_FORMAT_ATI_DST24, //
IMAGE_FORMAT_NV_NULL, // Dummy format which takes no video memory
// Compressed normal map formats
IMAGE_FORMAT_ATI2N, // One-surface ATI2N / DXN format
IMAGE_FORMAT_ATI1N, // Two-surface ATI1N format
#if defined( _X360 )
// Depth-stencil texture formats
IMAGE_FORMAT_X360_DST16,
IMAGE_FORMAT_X360_DST24,
IMAGE_FORMAT_X360_DST24F,
// supporting these specific formats as non-tiled for procedural cpu access
IMAGE_FORMAT_LINEAR_BGRX8888,
IMAGE_FORMAT_LINEAR_RGBA8888,
IMAGE_FORMAT_LINEAR_ABGR8888,
IMAGE_FORMAT_LINEAR_ARGB8888,
IMAGE_FORMAT_LINEAR_BGRA8888,
IMAGE_FORMAT_LINEAR_RGB888,
IMAGE_FORMAT_LINEAR_BGR888,
IMAGE_FORMAT_LINEAR_BGRX5551,
IMAGE_FORMAT_LINEAR_I8,
IMAGE_FORMAT_LINEAR_RGBA16161616,
IMAGE_FORMAT_LE_BGRX8888,
IMAGE_FORMAT_LE_BGRA8888,
#endif
NUM_IMAGE_FORMATS
};
#if defined( POSIX ) || defined( DX_TO_GL_ABSTRACTION )
typedef enum _D3DFORMAT
{
D3DFMT_INDEX16,
D3DFMT_D16,
D3DFMT_D24S8,
D3DFMT_A8R8G8B8,
D3DFMT_A4R4G4B4,
D3DFMT_X8R8G8B8,
D3DFMT_R5G6R5,
D3DFMT_X1R5G5B5,
D3DFMT_A1R5G5B5,
D3DFMT_L8,
D3DFMT_A8L8,
D3DFMT_A,
D3DFMT_DXT1,
D3DFMT_DXT3,
D3DFMT_DXT5,
D3DFMT_V8U8,
D3DFMT_Q8W8V8U8,
D3DFMT_X8L8V8U8,
D3DFMT_A16B16G16R16F,
D3DFMT_A16B16G16R16,
D3DFMT_R32F,
D3DFMT_A32B32G32R32F,
D3DFMT_R8G8B8,
D3DFMT_D24X4S4,
D3DFMT_A8,
D3DFMT_R5G6B5,
D3DFMT_D15S1,
D3DFMT_D24X8,
D3DFMT_VERTEXDATA,
D3DFMT_INDEX32,
// adding fake D3D format names for the vendor specific ones (eases debugging/logging)
// NV shadow depth tex
D3DFMT_NV_INTZ = 0x5a544e49, // MAKEFOURCC('I','N','T','Z')
D3DFMT_NV_RAWZ = 0x5a574152, // MAKEFOURCC('R','A','W','Z')
// NV null tex
D3DFMT_NV_NULL = 0x4c4c554e, // MAKEFOURCC('N','U','L','L')
// ATI shadow depth tex
D3DFMT_ATI_D16 = 0x36314644, // MAKEFOURCC('D','F','1','6')
D3DFMT_ATI_D24S8 = 0x34324644, // MAKEFOURCC('D','F','2','4')
// ATI 1N and 2N compressed tex
D3DFMT_ATI_2N = 0x32495441, // MAKEFOURCC('A', 'T', 'I', '2')
D3DFMT_ATI_1N = 0x31495441, // MAKEFOURCC('A', 'T', 'I', '1')
D3DFMT_UNKNOWN
} D3DFORMAT;
#endif
//-----------------------------------------------------------------------------
// Color structures
//-----------------------------------------------------------------------------
struct BGRA8888_t
{
unsigned char b; // change the order of names to change the
unsigned char g; // order of the output ARGB or BGRA, etc...
unsigned char r; // Last one is MSB, 1st is LSB.
unsigned char a;
inline BGRA8888_t& operator=( const BGRA8888_t& in )
{
*( unsigned int * )this = *( unsigned int * )&in;
return *this;
}
};
struct RGBA8888_t
{
unsigned char r; // change the order of names to change the
unsigned char g; // order of the output ARGB or BGRA, etc...
unsigned char b; // Last one is MSB, 1st is LSB.
unsigned char a;
inline RGBA8888_t& operator=( const BGRA8888_t& in )
{
r = in.r;
g = in.g;
b = in.b;
a = in.a;
return *this;
}
};
struct RGB888_t
{
unsigned char r;
unsigned char g;
unsigned char b;
inline RGB888_t& operator=( const BGRA8888_t& in )
{
r = in.r;
g = in.g;
b = in.b;
return *this;
}
inline bool operator==( const RGB888_t& in ) const
{
return ( r == in.r ) && ( g == in.g ) && ( b == in.b );
}
inline bool operator!=( const RGB888_t& in ) const
{
return ( r != in.r ) || ( g != in.g ) || ( b != in.b );
}
};
struct BGR888_t
{
unsigned char b;
unsigned char g;
unsigned char r;
inline BGR888_t& operator=( const BGRA8888_t& in )
{
r = in.r;
g = in.g;
b = in.b;
return *this;
}
};
// 360 uses this structure for x86 dxt decoding
#if defined( _X360 )
#pragma bitfield_order( push, lsb_to_msb )
#endif
struct BGR565_t
{
unsigned short b : 5; // order of names changes
unsigned short g : 6; // byte order of output to 32 bit
unsigned short r : 5;
inline BGR565_t& operator=( const BGRA8888_t& in )
{
r = in.r >> 3;
g = in.g >> 2;
b = in.b >> 3;
return *this;
}
inline BGR565_t &Set( int red, int green, int blue )
{
r = red >> 3;
g = green >> 2;
b = blue >> 3;
return *this;
}
};
#if defined( _X360 )
#pragma bitfield_order( pop )
#endif
struct BGRA5551_t
{
unsigned short b : 5; // order of names changes
unsigned short g : 5; // byte order of output to 32 bit
unsigned short r : 5;
unsigned short a : 1;
inline BGRA5551_t& operator=( const BGRA8888_t& in )
{
r = in.r >> 3;
g = in.g >> 3;
b = in.b >> 3;
a = in.a >> 7;
return *this;
}
};
struct BGRA4444_t
{
unsigned short b : 4; // order of names changes
unsigned short g : 4; // byte order of output to 32 bit
unsigned short r : 4;
unsigned short a : 4;
inline BGRA4444_t& operator=( const BGRA8888_t& in )
{
r = in.r >> 4;
g = in.g >> 4;
b = in.b >> 4;
a = in.a >> 4;
return *this;
}
};
struct RGBX5551_t
{
unsigned short r : 5;
unsigned short g : 5;
unsigned short b : 5;
unsigned short x : 1;
inline RGBX5551_t& operator=( const BGRA8888_t& in )
{
r = in.r >> 3;
g = in.g >> 3;
b = in.b >> 3;
return *this;
}
};
//-----------------------------------------------------------------------------
// some important constants
//-----------------------------------------------------------------------------
#define ARTWORK_GAMMA ( 2.2f )
#define IMAGE_MAX_DIM ( 2048 )
//-----------------------------------------------------------------------------
// information about each image format
//-----------------------------------------------------------------------------
struct ImageFormatInfo_t
{
char* m_pName;
int m_NumBytes;
int m_NumRedBits;
int m_NumGreeBits;
int m_NumBlueBits;
int m_NumAlphaBits;
bool m_IsCompressed:1;
bool m_IsFloat:1;
};
//-----------------------------------------------------------------------------
// Various methods related to pixelmaps and color formats
//-----------------------------------------------------------------------------
namespace ImageLoader
{
bool GetInfo( const char *fileName, int *width, int *height, enum ImageFormat *imageFormat, float *sourceGamma );
int GetMemRequired( int width, int height, int depth, ImageFormat imageFormat, bool mipmap );
int GetMipMapLevelByteOffset( int width, int height, enum ImageFormat imageFormat, int skipMipLevels, int nDepth = 1 );
void GetMipMapLevelDimensions( int *width, int *height, int skipMipLevels );
int GetNumMipMapLevels( int width, int height, int depth = 1 );
bool Load( unsigned char *imageData, const char *fileName, int width, int height, enum ImageFormat imageFormat, float targetGamma, bool mipmap );
bool Load( unsigned char *imageData, FILE *fp, int width, int height,
enum ImageFormat imageFormat, float targetGamma, bool mipmap );
// convert from any image format to any other image format.
// return false if the conversion cannot be performed.
// Strides denote the number of bytes per each line,
// by default assumes width * # of bytes per pixel
bool ConvertImageFormat( const unsigned char *src, enum ImageFormat srcImageFormat,
unsigned char *dst, enum ImageFormat dstImageFormat,
int width, int height, int srcStride = 0, int dstStride = 0 );
// must be used in conjunction with ConvertImageFormat() to pre-swap and post-swap
void PreConvertSwapImageData( unsigned char *pImageData, int nImageSize, ImageFormat imageFormat, int width = 0, int stride = 0 );
void PostConvertSwapImageData( unsigned char *pImageData, int nImageSize, ImageFormat imageFormat, int width = 0, int stride = 0 );
void ByteSwapImageData( unsigned char *pImageData, int nImageSize, ImageFormat imageFormat, int width = 0, int stride = 0 );
bool IsFormatValidForConversion( ImageFormat fmt );
//-----------------------------------------------------------------------------
// convert back and forth from D3D format to ImageFormat, regardless of
// whether it's supported or not
//-----------------------------------------------------------------------------
ImageFormat D3DFormatToImageFormat( D3DFORMAT format );
D3DFORMAT ImageFormatToD3DFormat( ImageFormat format );
// Flags for ResampleRGBA8888
enum
{
RESAMPLE_NORMALMAP = 0x1,
RESAMPLE_ALPHATEST = 0x2,
RESAMPLE_NICE_FILTER = 0x4,
RESAMPLE_CLAMPS = 0x8,
RESAMPLE_CLAMPT = 0x10,
RESAMPLE_CLAMPU = 0x20,
};
struct ResampleInfo_t
{
ResampleInfo_t() : m_nFlags(0), m_flAlphaThreshhold(0.4f), m_flAlphaHiFreqThreshhold(0.4f), m_nSrcDepth(1), m_nDestDepth(1)
{
m_flColorScale[0] = 1.0f, m_flColorScale[1] = 1.0f, m_flColorScale[2] = 1.0f, m_flColorScale[3] = 1.0f;
m_flColorGoal[0] = 0.0f, m_flColorGoal[1] = 0.0f, m_flColorGoal[2] = 0.0f, m_flColorGoal[3] = 0.0f;
}
unsigned char *m_pSrc;
unsigned char *m_pDest;
int m_nSrcWidth;
int m_nSrcHeight;
int m_nSrcDepth;
int m_nDestWidth;
int m_nDestHeight;
int m_nDestDepth;
float m_flSrcGamma;
float m_flDestGamma;
float m_flColorScale[4]; // Color scale factors RGBA
float m_flColorGoal[4]; // Color goal values RGBA DestColor = ColorGoal + scale * (SrcColor - ColorGoal)
float m_flAlphaThreshhold;
float m_flAlphaHiFreqThreshhold;
int m_nFlags;
};
bool ResampleRGBA8888( const ResampleInfo_t &info );
bool ResampleRGBA16161616( const ResampleInfo_t &info );
bool ResampleRGB323232F( const ResampleInfo_t &info );
void ConvertNormalMapRGBA8888ToDUDVMapUVLX8888( const unsigned char *src, int width, int height, unsigned char *dst_ );
void ConvertNormalMapRGBA8888ToDUDVMapUVWQ8888( const unsigned char *src, int width, int height, unsigned char *dst_ );
void ConvertNormalMapRGBA8888ToDUDVMapUV88( const unsigned char *src, int width, int height, unsigned char *dst_ );
void ConvertNormalMapARGB8888ToDXT5GA( const unsigned char *src, unsigned char *dst, int width, int height );
void ConvertIA88ImageToNormalMapRGBA8888( const unsigned char *src, int width,
int height, unsigned char *dst,
float bumpScale );
void NormalizeNormalMapRGBA8888( unsigned char *src, int numTexels );
//-----------------------------------------------------------------------------
// Gamma correction
//-----------------------------------------------------------------------------
void GammaCorrectRGBA8888( unsigned char *src, unsigned char* dst,
int width, int height, int depth, float srcGamma, float dstGamma );
//-----------------------------------------------------------------------------
// Makes a gamma table
//-----------------------------------------------------------------------------
void ConstructGammaTable( unsigned char* pTable, float srcGamma, float dstGamma );
//-----------------------------------------------------------------------------
// Gamma corrects using a previously constructed gamma table
//-----------------------------------------------------------------------------
void GammaCorrectRGBA8888( unsigned char* pSrc, unsigned char* pDst,
int width, int height, int depth, unsigned char* pGammaTable );
//-----------------------------------------------------------------------------
// Generates a number of mipmap levels
//-----------------------------------------------------------------------------
void GenerateMipmapLevels( unsigned char* pSrc, unsigned char* pDst, int width,
int height, int depth, ImageFormat imageFormat, float srcGamma, float dstGamma,
int numLevels = 0 );
//-----------------------------------------------------------------------------
// operations on square images (src and dst can be the same)
//-----------------------------------------------------------------------------
bool RotateImageLeft( const unsigned char *src, unsigned char *dst,
int widthHeight, ImageFormat imageFormat );
bool RotateImage180( const unsigned char *src, unsigned char *dst,
int widthHeight, ImageFormat imageFormat );
bool FlipImageVertically( void *pSrc, void *pDst, int nWidth, int nHeight, ImageFormat imageFormat, int nDstStride = 0 );
bool FlipImageHorizontally( void *pSrc, void *pDst, int nWidth, int nHeight, ImageFormat imageFormat, int nDstStride = 0 );
bool SwapAxes( unsigned char *src,
int widthHeight, ImageFormat imageFormat );
//-----------------------------------------------------------------------------
// Returns info about each image format
//-----------------------------------------------------------------------------
ImageFormatInfo_t const& ImageFormatInfo( ImageFormat fmt );
//-----------------------------------------------------------------------------
// Gets the name of the image format
//-----------------------------------------------------------------------------
inline char const* GetName( ImageFormat fmt )
{
return ImageFormatInfo(fmt).m_pName;
}
//-----------------------------------------------------------------------------
// Gets the size of the image format in bytes
//-----------------------------------------------------------------------------
inline int SizeInBytes( ImageFormat fmt )
{
return ImageFormatInfo(fmt).m_NumBytes;
}
//-----------------------------------------------------------------------------
// Does the image format support transparency?
//-----------------------------------------------------------------------------
inline bool IsTransparent( ImageFormat fmt )
{
return ImageFormatInfo(fmt).m_NumAlphaBits > 0;
}
//-----------------------------------------------------------------------------
// Is the image format compressed?
//-----------------------------------------------------------------------------
inline bool IsCompressed( ImageFormat fmt )
{
return ImageFormatInfo(fmt).m_IsCompressed;
}
//-----------------------------------------------------------------------------
// Is any channel > 8 bits?
//-----------------------------------------------------------------------------
inline bool HasChannelLargerThan8Bits( ImageFormat fmt )
{
ImageFormatInfo_t info = ImageFormatInfo(fmt);
return ( info.m_NumRedBits > 8 || info.m_NumGreeBits > 8 || info.m_NumBlueBits > 8 || info.m_NumAlphaBits > 8 );
}
inline bool IsFloatFormat( ImageFormat fmt )
{
return ( fmt == IMAGE_FORMAT_RGBA16161616F ) ||
( fmt == IMAGE_FORMAT_R32F ) ||
( fmt == IMAGE_FORMAT_RGB323232F ) ||
( fmt == IMAGE_FORMAT_RGBA32323232F );
}
} // end namespace ImageLoader
#endif // IMAGEFORMAT_H

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================================================================
Copyright © 1996-2011, Valve Corporation, All rights reserved.
================================================================
OSX DirectX to OpenGL Conversion Library
Contains all support files required to assist in converting DirectX applications to OpenGL on OSX. For reference,
this library can be enabled in the Steamworks Example by building with the compile time flag DX9MODE=1.